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- using System.Collections.Generic;
- using UnityEngine;
- namespace COM3D2.MeidoPhotoStudio.Plugin
- {
- internal static class MaidPlacementUtility
- {
- private static readonly float pi = Mathf.PI;
- private static readonly float tau = Mathf.PI * 2f;
- public static readonly string[] placementTypes = {
- "horizontalRow", "verticalRow", "diagonalRow", "diagonalRowInverse", "wave", "waveInverse",
- "v", "vInverse", "circleInner", "circleOuter", "fanInner", "fanOuter"
- };
- public static int AlternatingSequence(int x)
- {
- return (int)((x % 2 == 0 ? 1 : -1) * Mathf.Ceil(x / 2f));
- }
- public static void ApplyPlacement(string placementType, IList<Meido> list)
- {
- switch (placementType)
- {
- case "horizontalRow": PlacementRow(list, false); break;
- case "verticalRow": PlacementRow(list, true); break;
- case "diagonalRow": PlacementDiagonal(list, false); break;
- case "diagonalRowInverse": PlacementDiagonal(list, true); break;
- case "wave": PlacementWave(list, false); break;
- case "waveInverse": PlacementWave(list, true); break;
- case "v": PlacementV(list, false); break;
- case "vInverse": PlacementV(list, true); break;
- case "circleOuter": PlacementCircle(list, false); break;
- case "circleInner": PlacementCircle(list, true); break;
- case "fanInner": PlacementFan(list, false); break;
- case "fanOuter": PlacementFan(list, true); break;
- default: return;
- }
- }
- public static void PlacementRow(IList<Meido> list, bool vertical = false)
- {
- for (int i = 0; i < list.Count; i++)
- {
- Vector3 position = Vector3.zero;
- Maid maid = list[i].Maid;
- float a = AlternatingSequence(i) * 0.6f;
- if (vertical) position.z = a;
- else position.x = a;
- maid.SetPos(position);
- maid.SetRot(Vector3.zero);
- }
- }
- public static void PlacementDiagonal(IList<Meido> list, bool inverse = false)
- {
- for (int i = 0; i < list.Count; i++)
- {
- Maid maid = list[i].Maid;
- float z = AlternatingSequence(i) * 0.5f;
- maid.SetPos(inverse ? new Vector3(z, 0, -z) : new Vector3(z, 0, z));
- maid.SetRot(Vector3.zero);
- }
- }
- public static void PlacementWave(IList<Meido> list, bool inverse = false)
- {
- for (int i = 0; i < list.Count; i++)
- {
- Maid maid = list[i].Maid;
- float x = AlternatingSequence(i) * 0.4f;
- float z = (inverse ? -1 : 1) * Mathf.Cos(AlternatingSequence(i) * pi) * 0.35f;
- maid.SetPos(new Vector3(x, 0, z));
- maid.SetRot(Vector3.zero);
- }
- }
- public static void PlacementV(IList<Meido> list, bool inverse = false)
- {
- for (int i = 0; i < list.Count; i++)
- {
- Maid maid = list[i].Maid;
- float x = AlternatingSequence(i) * 0.4f;
- float z = (inverse ? 1 : -1) * Mathf.Abs(AlternatingSequence(i)) * 0.4f;
- maid.SetPos(new Vector3(x, 0, z));
- maid.SetRot(Vector3.zero);
- }
- }
- public static void PlacementCircle(IList<Meido> list, bool inner = false)
- {
- int maidCount = list.Count;
- float radius = (0.3f + 0.1f * maidCount);
- for (int i = 0; i < maidCount; i++)
- {
- Maid maid = list[i].Maid;
- float angle = (pi / 2f) + tau * AlternatingSequence(i) / maidCount;
- float x = Mathf.Cos(angle) * radius;
- float z = Mathf.Sin(angle) * radius;
- float rotation = Mathf.Atan2(x, z);
- if (inner) rotation += pi;
- maid.SetPos(new Vector3(x, 0, z));
- maid.SetRot(new Vector3(0, rotation * Mathf.Rad2Deg, 0));
- }
- }
- public static void PlacementFan(IList<Meido> list, bool outer = false)
- {
- int maidCount = list.Count;
- float radius = (0.2f + 0.2f * maidCount);
- list[0].Maid.SetPos(Vector3.zero);
- list[0].Maid.SetRot(Vector3.zero);
- for (int i = 1; i < maidCount; i++)
- {
- Maid maid = list[i].Maid;
- float angle = pi * AlternatingSequence(i - 1) / maidCount;
- float x = Mathf.Sin(angle) * radius;
- float z = Mathf.Cos(angle) * radius;
- float rotation = Mathf.Atan2(x, z);
- if (outer) rotation += pi;
- maid.SetPos(new Vector3(-x, 0, -z));
- maid.SetRot(new Vector3(0, rotation * Mathf.Rad2Deg, 0));
- }
- }
- }
- }
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