看注释吧,写的很清楚了

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks; namespace ZoneTest
{
public class Zone
{
public int mId;
public float Width;
public float Height;
public List<Zone> VisibleZoneList = new List<Zone>(); public Zone(int id, float width, float height)
{
mId = id;
Width = width;
Height = height;
} public void AddVisibleZone(Zone zone)
{
VisibleZoneList.Add(zone);
}
}
public class Scene
{
private List<Zone> mZoneList = new List<Zone>(); public Scene(float w,float h)
{
mSceneWidth = w;
mSceneHeight = h;
}
public const float ZONE_SIDE = 1.0f;
//场景宽高
private float mSceneWidth;
private float mSceneHeight; //格子列数和行数
private int mZoneColumnCount;
private int mZoneLineCount; public Zone GetZone(int id)
{
if (id < 0 || id > mZoneList.Count)
{
return null;
}
return mZoneList[id];
} //Zone示意图
/*
| mSceneWidth |
----------------- --
| | | | |ZONE_SIDE
-----------------
| | | | |
----------------- mSceneHeight
| | | | |
----------------- -- ----------------- line 0 ----------------- line 1 ----------------- line 2 ----------------- line 3 column0 column1 column2 column3
| | | | | | | | | | | | | | | | *
*/ public bool InitZone()
{
//计算场景内zone行和列
mZoneLineCount = (int)Math.Ceiling((double)mSceneHeight / (double)ZONE_SIDE);
mZoneColumnCount = (int)Math.Ceiling((double)mSceneWidth / (double)ZONE_SIDE); //创建zone
for (int i = 0; i < mZoneLineCount; i++)
{
for (int j = 0; j < mZoneColumnCount; j++)
{
int id = i * mZoneColumnCount + j;
Zone zone = new Zone(id, ZONE_SIDE, ZONE_SIDE);
mZoneList.Add(zone);
}
} //最大周围多少个格子被可见 MaxNearByZoneNumber*MaxNearByZoneNumber 个
const int MaxNearByZoneNumber = 3;
//可见格子的起始偏移
const int Offset = MaxNearByZoneNumber / 2; //把周围可见格子加入列表
/*
*    -------------
* |0 |1 |2 |
* -------------
* |3 |4 |5 |
* -------------
* |6 |7 |8 |
* -------------
*/ //0的可见格子为 0134
//4的可见格子为 0123456789
//7的可见格子为 345678 //遍历所有格子行
for (int i = 0; i < mZoneLineCount; i++)
{
//遍历所有格子列
for (int j = 0; j < mZoneColumnCount; j++)
{
//当前要判断可见性的格子id
int id = i * mZoneColumnCount + j;
Zone zone = mZoneList[id]; //遍历周围 MaxNearByZoneNumber*MaxNearByZoneNumber个格子
//判断[x,y]这个格子是否出界 //行
for (int n = 0; n < MaxNearByZoneNumber; n++)
{
int y = i - Offset + n;
if (y < 0 || y >= mZoneLineCount) continue;//y出界 //列
for (int m = 0; m < MaxNearByZoneNumber; m++)
{ int x = j - Offset + m;
if (x < 0 || x >= mZoneColumnCount) continue;//x出界 //算当前格子id
int visibleZoneId = y * mZoneColumnCount + x; //if (visibleZoneId == id) continue;//是自己格子也要加入,自己属于自己可见格子 zone.AddVisibleZone(mZoneList[visibleZoneId]);
}
} }
} return true;
} public void Print()
{
for (int i = 0; i < mZoneLineCount; i++)
{
string str = "";
//遍历所有格子列
for (int j = 0; j < mZoneColumnCount; j++)
{
str += (i * mZoneColumnCount + j).ToString()+"\t";
}
Debug.Print(str);
}
} public void PrintZone(int i)
{
Debug.Print("[{0}]---------------------",i);
var zone = mZoneList[i];
string str = "";
foreach(var z in zone.VisibleZoneList)
{ str+=z.mId.ToString()+"\t";
}
Debug.Print(str);
Debug.Print("[{0}]---------------------",i);
}
}
class Program
{
static void Main(string[] args)
{ Scene scene = new Scene(5,7);
scene.InitZone(); scene.Print(); int oldId = 5;
int newId = 10; Zone oldZone = scene.GetZone(oldId);
Zone newZone = scene.GetZone(newId); /*
//比较计算应该删除我的zone
List<Zone> deleteMeZone = new List<Zone>();
foreach (var zone in oldZone.VisibleZoneList)
{
if (!newZone.VisibleZoneList.Contains(zone))
{
deleteMeZone.Add(zone);
Debug.Print(zone.mId.ToString());
}
}
Debug.Print("-----------");
//比较计算应该创建我的
List<Zone> createMeZone = new List<Zone>();
foreach (var zone in newZone.VisibleZoneList)
{
if (!oldZone.VisibleZoneList.Contains(zone))
{
createMeZone.Add(zone);
Debug.Print(zone.mId.ToString());
}
}
*/ scene.PrintZone(4); scene.PrintZone(16); scene.PrintZone(28); scene.PrintZone(30); }
}
}

  

//当角色位置发生改变

protected void UpdateZone()
{
//安全检查
if (null == Scene || null == Zone)
return; //获得我的zone id
int zoneId = Scene.Pos2ZoneId(mPosition.X, mPosition.Y); Zone newZone = Scene.GetZone(zoneId);
if (null==newZone)
{
Logger.Fatal("[{0}] move out of scene[{1},{2}]", GetName(), GetPosition().X, GetPosition().Y);
}
//如果我的zone没变化
if (zoneId == Zone.Id) return; //比较计算应该删除我的zone
List<Zone> deleteMeZone = new List<Zone>();
foreach (var zone in Zone.VisibleZoneList)
{
if (!newZone.VisibleZoneList.Contains(zone))
{
deleteMeZone.Add(zone);
}
} //比较计算应该创建我的
List<Zone> createMeZone = new List<Zone>();
foreach (var zone in newZone.VisibleZoneList)
{
if (!Zone.VisibleZoneList.Contains(zone))
{
createMeZone.Add(zone);
}
} //发包删除我
foreach(var zone in deleteMeZone)
{
zone.PushAction2AllPlayer((player)=>{
player.Proxy.DeleteObj(ObjId, (int)ReasonType.VisibilityChanged);
},ObjId);
} //把该删除的通知我
if (GetObjType() == ObjType.PLAYER)
{
ObjPlayer player = this as ObjPlayer;
foreach (var zone in deleteMeZone)
{
zone.PushAction((obj) =>
{
if(obj!=this)
{
player.Proxy.DeleteObj(obj.ObjId, (int)ReasonType.VisibilityChanged);
}
});
} } //发包创建我
CreateObjMsg msg2Other = new CreateObjMsg();
ObjData data = DumpObjData(ReasonType.VisibilityChanged);
msg2Other.Data.Add(data);
foreach (var zone in createMeZone)
{
zone.PushAction2AllPlayer((player) =>
{
if (IsVisibleTo(player))
{
player.Proxy.CreateObj(msg2Other);
}
}, ObjId);
} //把周围所有人通知给我
if(GetObjType()==ObjType.PLAYER)
{
ObjPlayer player = this as ObjPlayer; CreateObjMsg msg2Me = new CreateObjMsg();
foreach (var zone in createMeZone)
{
zone.PushAction((obj) =>
{
if(obj!=this)
{
if (obj.IsVisibleTo(this))
{
msg2Me.Data.Add(obj.DumpObjData(ReasonType.VisibilityChanged));
}
}
});
}
player.Proxy.CreateObj(msg2Me);
}
Zone.RemoveObj(this);
newZone.AddObj(this);
SetZone(newZone); }

  

05-11 08:59