using System.Collections; using System.Collections.Generic; using UnityEngine; public abstract class Node { private FlatCircleRenderer circle = new FlatCircleRenderer(0.2f, 0.05f, 32); private FlatCircleRenderer fullCircle = new FlatCircleRenderer(0f, 1f, 32); public Vector3 position; public List<Road> roads = new List<Road>(); public GameObject gameObject; public Vector3 direction; public Node(Vector3 position, Transform parent, Config config) { gameObject = new GameObject(); gameObject.transform.position = position; gameObject.transform.parent = parent; gameObject.AddComponent<SphereCollider>().radius = 1f; gameObject.layer = 7; gameObject.AddComponent<NodeData>().node = this; GameObject nodeCircle = new GameObject(); nodeCircle.AddComponent<MeshRenderer>().material = config.roadEditMaterial; nodeCircle.AddComponent<MeshFilter>().mesh = circle.mesh; nodeCircle.transform.parent = gameObject.transform; nodeCircle.transform.localPosition = Vector3.zero; GameObject nodeRoad = new GameObject(); nodeRoad.AddComponent<MeshRenderer>().material = config.roadMaterial; nodeRoad.AddComponent<MeshFilter>().mesh = fullCircle.mesh; nodeRoad.transform.parent = gameObject.transform; nodeRoad.transform.localPosition = Vector3.zero; this.position = position; update(); } public Node getOther(Node caller) { if (roads.Count != 2) { return null; } foreach (Road road in roads) { if (! road.nodes.Contains(caller)) { return road.nodes.Find(test => test != this); } } return null; } override public int GetHashCode() { return position.GetHashCode(); } override public bool Equals(object other) { if ((other == null) || ! this.GetType().Equals(other.GetType())) { return false; } if (other == this) { return true; } return ((Node)other).position.Equals(position); } abstract public void pull(Vector3 position); private void updateDirection() { List<Road> incomingRoads = roads.FindAll(it => it.nodes[0] == this); List<Road> outgoingRoads = roads.FindAll(it => it.nodes[1] == this); Vector3 inDirection = getAverageDirection(incomingRoads, 0, outgoingRoads); Vector3 outDirection = getAverageDirection(outgoingRoads, 1, incomingRoads); direction = (inDirection - outDirection) * 0.25f; } public void lateUpdate(Road caller) { updateDirection(); foreach (Road road in roads) { if (!road.Equals(caller)) { road.update(false); } } } public void update() { updateDirection(); foreach (Road road in roads) { road.update(true); } } private Vector3 getAverageDirection(List<Road> roads, int index, List<Road> otherRoads) { Vector3 sum = new Vector3(0f, 0f, 0f); if (roads.Count == 0) { return sum; } foreach (Road road in roads) { Vector3 direction = road.nodes[1-index].position - position; sum += direction; direction.Normalize(); foreach (Road otherRoad in otherRoads) { Vector3 otherDirection = otherRoad.nodes[index].position - position; otherDirection.Normalize(); if ((direction + otherDirection).magnitude < 0.1f) { return direction * (otherRoad.nodes[index].position - road.nodes[1-index].position).magnitude / 4f; } } } return sum / roads.Count; } public abstract void delete(); }