Unity_一个关于自蔓延性的神经元功能

效果图.png

如图:随意点击一个按键,开启检测,当连线触发到另外一个按键的时候,会检测他需要连接的其他物体。这种功能类似我们的大脑神经元。废话不多说,直接上代码(需要用到Vectrosity插件,下载地址:链接:http://pan.baidu.com/s/1hs7u7cg 密码:zq1w):
1.新建一个脚本,这个脚本用来计时,并且整个系统的初始化方法也在这

using System.Collections;
using UnityEngine;
///游戏控制器,挂载在摄像机上
public class GameMgr : MonoBehaviour
{
    private static GameMgr instance;

    public static GameMgr Instance
    {
        get
        {
            return instance;
        }
    }

    /// 
    /// 计时器
    /// 
    private float timer = 0.1f;
    /// 
    /// 时长
    /// 
    private float duration = 0.1f;

    private void Awake()
    {
        instance = this;
    }

    private void Update()
    {
        timer += Time.deltaTime;
        if (timer >= duration)
        {
            GlobalData.running = true;
            timer = 0;
        }
        else
        {
            GlobalData.running = false;
        }
    }
    /// 
    /// 神经元路径初始化
    /// 
    public IEnumerator NeurePathReset()
    {
        Debug.Log("重置神经元路径");
        yield return new WaitForSeconds(3f);
        GlobalData.connectStart = false;
        GlobalData.connectOver = false;
        for (int i = 0; i < GlobalData.connectPath.Count; i++)
        {
            GameObject obj = GlobalData.connectPath[i].gameObject;
            GlobalData.connectPath[i].ResetNeure();
            ObjectPools.Instance.IntoPool(obj, "Path");
        }
    }

}

2.在写一个对象池,挂载在摄像机上(画线的物体使用对象池,减少消耗)

using System.Collections.Generic;
using UnityEngine;

/// 
/// 对象池(用路径来创建池)
/// 
public class ObjectPools : MonoBehaviour
{
    private static ObjectPools instance;

    /// 
    /// 对象池管理字典{池名 : 池内对象 }
    /// 
    Dictionary> PoolController = new Dictionary>() { };

    public static ObjectPools Instance
    {
        get
        {
            return instance;
        }

        set
        {
            instance = value;
        }
    }

    void Awake()
    {
        instance = this;
    }

    /// 
    /// 对象池名字
    /// 
    /// 对象池的名字为该物体Resources下路径
    /// 
    public GameObject GetPool(string poolName)
    {
        GameObject obj;
        if (PoolController.ContainsKey(poolName) && PoolController[poolName].Count > 0)
        {            
            obj = PoolController[poolName][0];
            PoolController[poolName].RemoveAt(0);//把第一个位置释放;
        }
        else if (PoolController.ContainsKey(poolName) && PoolController[poolName].Count <= 0)
        {

            obj = Instantiate(Resources.Load(poolName));
        }
        else 
        {
            obj = Instantiate(Resources.Load(poolName));
            PoolController.Add(poolName, new List() { });
        }
        obj.SetActive(true);
        return obj;
    }

    /// 
    /// 放入池子中的方法
    /// 
    /// 
    public void IntoPool(GameObject obj,string key)
    {
        obj.transform.parent = null;
        obj.SetActive(false);
        PoolController[key].Add(obj);
    }

}
  1. 新建一个脚本,存储数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public static class GlobalData
{
    /// 
    /// 开启连接检测?
    /// 
    public static bool connectStart = false;
    /// 
    /// 连接线是否开始  --  经纬度画线控制
    /// 
    public static bool running;
    /// 
    /// 所有相关联的连接是否完成
    /// 
    public static bool connectOver;
    /// 
    /// 连接路径
    /// 
    public static List connectPath = new List();
}

4.新建一个类,用来管理Tag值

public class Tags
{
    /// 
    /// 神经元标签
    /// 
    public const string Neure = "Neure";
    /// 
    /// 路径标签
    /// 
    public const string Path = "Path";
}

5.接下来是重点:新建一个脚本,神经元脚本,这个脚本挂载在每一个需要检测的物体身上(改物体的Tag值为:Neure)

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Neure : MonoBehaviour
{
    private Button OnClick;
    /// 
    /// 是否被触发
    /// 
    [HideInInspector]
    public bool isTrigger = false;
    /// 
    /// 检测其他神经元
    /// 
    List checkNeure = new List();

    private void Awake()
    {
        OnClick = transform.GetComponent

6.新建一个空物体,放到Resources文件夹下(Tag值为Path)


LGFGR99M@8F8SM@[email protected]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vectrosity;

public class Path : MonoBehaviour
{
    /// 
    /// 两点之间的距离
    /// 
    private int DistanceBetweenPoints = 1;
    /// 
    ///  发起者神经元
    /// 
    [HideInInspector]
    public Neure sponsorNeure;
    /// 
    /// 目标点
    /// 
    [HideInInspector]
    public Neure targetNeure;
    /// 
    /// 路径
    /// 
    private VectorLine pathLine;
    /// 
    /// 画线材质
    /// 
    public Material lineMaterial;
    /// 
    /// 方向向量
    /// 
    private Vector3 direction;
    /// 
    /// 偏移向量
    /// 
    private Vector3 offsetDirection;
    /// 
    /// 路径被分割的点
    /// 
    private int pathCount = 0;
    /// 
    /// 下标
    /// 
    private int index = 0;

    private bool isCallBack = false;
    private void Update()
    {
        if (GlobalData.connectStart == false)
        {
            return;
        }
        if (index >= pathCount)  // 该条神经元连接完毕
        {
            if (isCallBack == false)
            {
                isCallBack = true;
                GlobalData.connectPath.Add(this);
                ConnectSuccseCallBack();
                targetNeure.CheckOtherNeure();
            }
            return;
        }
        if (GlobalData.running && pathCount != 0)
        {
            index++;
            transform.position = index * direction / pathCount - offsetDirection;
            pathLine.points3.Add(transform.position);
            pathLine.Draw();
        }
    }

    /// 
    /// 链接其他神经元
    /// 
    public void ConnectOtherNeure(Neure neure)
    {
        targetNeure = neure;
        direction = targetNeure.transform.position - transform.position;
        offsetDirection = Vector3.zero - transform.position;
        pathCount = (int)(Vector3.Distance(transform.position, neure.transform.position) / DistanceBetweenPoints);
        index = 0;
        pathLine = new VectorLine("Path", new List(), lineMaterial, 12.0f, LineType.Continuous);
        pathLine.textureScale = 1.0f;
        pathLine.points3.Add(transform.position);
    }

    /// 
    /// 连接成功回调
    /// 
    private void ConnectSuccseCallBack()
    {
        for (int i = 0; i < GameObject.FindGameObjectsWithTag(Tags.Path).Length; i++)
        {
            if (GameObject.FindGameObjectsWithTag(Tags.Path)[i].GetComponent().isCallBack == false)
            {
                Debug.Log("还未链接完毕");
                break;
            }
            if (i == GameObject.FindGameObjectsWithTag(Tags.Path).Length - 1)
            {
                GlobalData.connectOver = true;
                StartCoroutine(GameMgr.Instance.NeurePathReset());
                Debug.Log("链接完毕");
            }
        }
    }

    /// 
    /// 清空该条神经元上的所有数据
    /// 
    public void ResetNeure()
    {
        isCallBack = false;
        index = 0;
        pathCount = 0;
        sponsorNeure.isTrigger = false;
        targetNeure.isTrigger = false;
        pathLine.points3.Clear();
        pathLine.Draw();
    }
}

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