using System; using System.ComponentModel; using System.Linq; using System.Numerics; using System.Collections.Generic; // using Dalamud.Game.ClientState.Objects.Subkinds; // using Dalamud.Game.ClientState.Objects.Types; using Newtonsoft.Json; using Dalamud.Utility.Numerics; using KodakkuAssist.Script; using KodakkuAssist.Module.GameEvent; using KodakkuAssist.Module.Draw; using KodakkuAssist.Data; using ECommons; using ECommons.DalamudServices; using ECommons.GameFunctions; using ECommons.MathHelpers; using System.Threading.Tasks; namespace Thornmarch_Extreme; [ScriptType(guid: "fc6a6125-4a1d-4669-be4c-9b375dc70ae0", name: "莫古力贤王歼殛战", territorys: [364], version: "0.0.0.2", author: "Tetora", note: noteStr)] public class ThornmarchExtreme { const string noteStr = """ v0.0.0.2: LV50 莫古力贤王歼殛战 初版绘制 不看攻略基本能打,没有做职能限制,不需要的提示自行关闭 """; // 缺少机制:莫古助威歌 // BOSS复活技能 位高任重 计数 private volatile int timeMooglesseOblige=0; public void Init(ScriptAccessory accessory) { timeMooglesseOblige=0; } #region 副本提示 [ScriptMethod(name: "开场提示", eventType: EventTypeEnum.Countdown, eventCondition: ["Type:Stop","SourceId:E0000000"])] public async void 开场提示(Event @event, ScriptAccessory accessory) { await Task.Delay(3000); accessory.Method.TextInfo("难度:☆\n重点机制:修小怪血,并一起击杀 ", duration: 5000, true); accessory.Method.TTS("出啥躲啥,注意修血"); accessory.Method.SendChat("/e T:MT拉斧 & 贤王,ST拉壁,注意顺劈面向\nD:注意修血,前两次需要同时击杀\nH:组合技时注意驱散[莫古乱乱乱]与[怒发冲冠]、注意AOE"); } [ScriptMethod(name: "小怪出现提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2070"])] public void 小怪出现提示(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("MT拉 < 斧 > & < 贤王 > 、ST拉 < 壁 >,都有顺劈\n全部小怪需要同时击杀两次", duration: 5000, true); accessory.Method.TTS("注意面向,注意修血"); accessory.Method.SendChat("/e 拉怪提示:MT拉斧&贤王,ST拉壁,都有顺劈\n全部小怪需要同时击杀两次,随后AOE并狂暴"); } [ScriptMethod(name:"位高任重计数重置",userControl:false,eventType:EventTypeEnum.Chat, eventCondition:["Type:NPCDialogueAnnouncements","Message:regex:^家臣们,\n到你们出马的时候了库啵!","Sender:贤王莫古尔·莫古十二世"])] public void Reset_MooglesseOblige(Event @event, ScriptAccessory accessory) { timeMooglesseOblige=0; } [ScriptMethod(name: "位高任重 复活提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2069"])] public void 位高任重(Event @event, ScriptAccessory accessory) { ++timeMooglesseOblige; switch (timeMooglesseOblige) { case 1: { accessory.Method.TextInfo($"第{timeMooglesseOblige}次复活", duration: 2700, false); accessory.Method.TTS($"第{timeMooglesseOblige}次复活"); accessory.Method.SendChat($"/e 已复活次数:{timeMooglesseOblige}"); } break; case 2: { accessory.Method.TextInfo($"第{timeMooglesseOblige}次复活,即将超大AOE\n然后打死一只小怪后读条狂暴", duration: 2700, false); accessory.Method.TTS($"第{timeMooglesseOblige}次复活,即将超大AOE"); accessory.Method.SendChat($"/e 已复活次数:{timeMooglesseOblige}"); } break; default: { accessory.Method.SendChat($"/e 计数错误!当前计数:{timeMooglesseOblige}"); } break; } } #endregion #region 小怪基础机制 [ScriptMethod(name: "毛毛之斧_莫古之暗(顺劈)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2052"])] public void 莫古之暗(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "莫古之暗"; dp.Color = new Vector4(1f, 0f, 1f, 0.8f); dp.Owner = @event.SourceId(); dp.Scale = new Vector2(6.9f); dp.Radian = 120f.DegToRad(); dp.Delay = 8000; dp.DestoryAt = 2000; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } [ScriptMethod(name: "绒绒之壁_莫古之光(顺劈)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2054"])] public void 莫古之光(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "莫古之光"; dp.Color = new Vector4(1f, 1f, 1f, 0.5f); dp.Owner = @event.SourceId(); dp.Scale = new Vector2(6.9f); dp.Radian = 120f.DegToRad(); dp.Delay = 8000; dp.DestoryAt = 2000; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp); } [ScriptMethod(name: "绵绵之音_莫古力进行曲(增益圈)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:1623"])] public void 莫古力进行曲(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("将其它莫古拉出增益圈", duration: 5200, false); accessory.Method.TTS("将其它莫古拉出增益圈"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "莫古力进行曲"; dp.Color = new Vector4(0f, 1f, 1f, 0.6f); dp.Owner = @event.SourceId(); dp.Scale = new Vector2(10f); dp.DestoryAt = 5200; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } [ScriptMethod(name: "绒绒核爆(大钢铁)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2055"])] public void 绒绒核爆(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "绒绒核爆"; dp.Color = accessory.Data.DefaultDangerColor; dp.Position = @event.EffectPosition(); dp.Scale = new Vector2(20.9f); dp.DestoryAt = 7700; dp.ScaleMode = ScaleMode.ByTime; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } [ScriptMethod(name: "绒绒核爆销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:2055"],userControl: false)] public void 绒绒核爆销毁(Event @event, ScriptAccessory accessory) { accessory.Method.RemoveDraw("绒绒核爆"); } [ScriptMethod(name: "莫古神准箭 点名提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1635"])] public void 莫古神准箭(Event @event, ScriptAccessory accessory) { string tname = @event["TargetName"]?.ToString() ?? "未知目标"; if (@event.TargetId() == accessory.Data.Me) { //accessory.Method.TextInfo("四连突刺点名", duration: 3700, true); accessory.Method.TTS("四连突刺点名"); accessory.Method.SendChat("/e 四连突刺点名"); } else { //accessory.Method.TextInfo($"四连攻击点 <{tname}>", duration: 3700, false); accessory.Method.TTS($"四连攻击点{tname}"); accessory.Method.SendChat($"/e 四连攻击点 <{@event.TargetName()}>"); } } #endregion #region 组合技阶段 //【组合技:柔柔之力 + 茸茸之愈】 //【台词】茸茸之愈 库普洛·奇普 2111 把你们都打下来库啵! ; 柔柔之力 普库啦·普奇 2117 打下来,打下来库啵! [ScriptMethod(name: "绒绒陨石(圆形AOE)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2056"])] public void 绒绒陨石(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "绒绒陨石"; dp.Color = accessory.Data.DefaultDangerColor; dp.Position = @event.EffectPosition(); dp.Scale = new Vector2(8f); dp.DestoryAt = 2700; dp.ScaleMode = ScaleMode.ByTime; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } //【组合技:软软之弓 + 绵绵之音 + 蓬蓬之障】 //【台词】软软之弓 库普括·叩吉 2114 三角攻击库啵! ; 绵绵之音 普库嘻·皮叩 2119 三角关系库啵! ; 蓬蓬之障 普库呐·帕叩 2121 好、好的库啵! [ScriptMethod(name: "莫古三角攻击", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2114"])] public void 莫古三角攻击(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("远离中间,靠场边躲避大三角", duration: 5000, true); accessory.Method.TTS("远离中间"); } //【组合技:柔柔之力 + 茸茸之愈 + 毛毛之斧】 //莫古的诅咒:柔柔之力 对自身周围角色附加60s莫古乱乱乱,使受到 全屏AOE [莫古飞天乱] 的攻击伤害大幅提高。 //绒绒神圣:茸茸之愈 开始咏唱,咏唱完毕时对全场范围造成高伤害无属性魔法伤害。茸茸之愈 受到一定量伤害后停止咏唱。 //【台词】毛毛之斧 库普塔·咔帕 2110 转啊转啊库啵! ; 茸茸之愈 库普洛·奇普 2112 莫古也一起攻击库啵! ; 柔柔之力 普库啦·普奇 2118 削弱敌人库啵! [ScriptMethod(name: "莫古乱乱乱 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:473"])] public void 莫古乱乱乱(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("驱散 <莫古乱乱乱> ", duration: 5000, true); accessory.Method.TTS("驱散《莫古乱乱乱》"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = $"莫古乱乱乱{@event.TargetId()}"; dp.Color = accessory.Data.DefaultDangerColor; dp.TargetObject = @event.TargetId(); dp.Scale = new(1f); dp.DestoryAt = 3000; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } [ScriptMethod(name: "莫古乱乱乱 驱散销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:473"],userControl: false)] public void 莫古乱乱乱驱散销毁(Event @event, ScriptAccessory accessory) { accessory.Method.RemoveDraw($"莫古乱乱乱{@event.TargetId()}"); } [ScriptMethod(name: "茸茸之愈_绒绒神圣 打断提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2059"])] public void 绒绒神圣(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("攻击 < 茸茸之愈 > 以打断 < 绒绒神圣 > ", duration: 3000, true); accessory.Method.TTS("攻击《茸茸之愈》打断读条"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "绒绒神圣"; dp.Owner = accessory.Data.Me; dp.Color = accessory.Data.DefaultSafeColor; dp.ScaleMode |= ScaleMode.YByDistance; dp.TargetObject = @event.SourceId(); dp.Scale = new(1); dp.DestoryAt = 7700; accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp); } [ScriptMethod(name: "绒绒神圣 打断销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:2059"],userControl: false)] public void 绒绒神圣销毁(Event @event, ScriptAccessory accessory) { accessory.Method.RemoveDraw("绒绒神圣"); accessory.Method.SendChat("/e 绒绒神圣 已打断"); } //【组合技:蓬蓬之障 + 绒绒之壁 + 软软之弓】 //绒绒沼泽:蓬蓬之障 在场上召唤绿色毒圈,角色进入会赋予 猛毒。 //放马过来库啵!:绒绒之壁 对自身周围最近的3名角色连线,同时接近蓬蓬之障。稍后为角色附加18s怒发冲冠,[怒发冲冠]debuff中的玩家会被挑衅,在毒池里持续受到伤害。 //莫古死亡雨:软软之弓 随机指定任意3名角色为目标,为其附加3把小弓箭组成的褐色圆形 “莫古力剑雨目标” 标记,随后对角色所在位置造成圆形范围无属性突刺伤害。 //【台词】绒绒之壁 库普迪·库普 2108 好机会库啵! ; 软软之弓 库普括·叩吉 2115 莫古来支援库啵! ; 蓬蓬之障 普库呐·帕叩 2122 和、和练习时一样库啵! [ScriptMethod(name: "放马过来库啵 远离提示", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2108"])] public void 放马过来库啵(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true); accessory.Method.TTS("远离连线目标"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "绒绒之壁连线"; dp.Color = new Vector4(1f, 0f, 0f, 1f); dp.Owner = @event.SourceId(); dp.TargetObject = accessory.Data.Me; dp.ScaleMode |= ScaleMode.YByDistance; dp.Scale = new(1); dp.DestoryAt = 6700; accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp); } /* [ScriptMethod(name: "放马过来库啵 连线提示", eventType: EventTypeEnum.Tether, eventCondition: ["Id:000D"])] public void 放马过来库啵Thther(Event @event, ScriptAccessory accessory) { if ( @event.SourceId() != accessory.Data.Me) return; accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true); accessory.Method.TTS("远离连线目标"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "绒绒之壁连线"; dp.Color = new Vector4(1f, 0f, 0f, 1f); dp.Owner = accessory.Data.Me; dp.TargetObject = @event.TargetId(); dp.ScaleMode |= ScaleMode.YByDistance; dp.Scale = new(1); dp.DestoryAt = 4200; accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp); } */ [ScriptMethod(name: "怒发冲冠 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:402"])] public void 怒发冲冠(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("驱散 <怒发冲冠> ", duration: 5000, true); accessory.Method.TTS("驱散《怒发冲灌》"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = $"怒发冲冠{@event.TargetId()}"; dp.Color = accessory.Data.DefaultDangerColor; dp.TargetObject = @event.TargetId(); dp.Scale = new(1f); dp.DestoryAt = 3000; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); accessory.Method.RemoveDraw("(绒绒之壁|蓬蓬之障)连线"); } [ScriptMethod(name: "怒发冲冠 驱散销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:402"],userControl: false)] public void 怒发冲冠驱散销毁(Event @event, ScriptAccessory accessory) { accessory.Method.RemoveDraw($"怒发冲冠{@event.TargetId()}"); } [ScriptMethod(name: "莫古死亡雨(点名圆形)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1636"])] public void 莫古死亡雨(Event @event, ScriptAccessory accessory) { var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "莫古死亡雨"; dp.Color = accessory.Data.DefaultDangerColor; dp.Owner = @event.TargetId(); dp.Scale = new Vector2(6f); dp.DestoryAt = 5000; accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp); } #endregion #region 狂暴阶段 [ScriptMethod(name: "莫古陨石(AOE)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2072","SourceDataId:236"])] public void 莫古陨石(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("大AOE伤害 ", duration: 4700, true); accessory.Method.TTS("大AOE伤害"); } [ScriptMethod(name: "死亡莫古警告 狂暴提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2121"])] public void 死亡莫古警告(Event @event, ScriptAccessory accessory) { accessory.Method.TextInfo("攻击贤王,狂暴", duration: 5000, true); accessory.Method.TTS("集中攻击贤王"); var dp = accessory.Data.GetDefaultDrawProperties(); dp.Name = "死亡莫古警告"; dp.Owner = accessory.Data.Me; dp.Color = accessory.Data.DefaultSafeColor; dp.ScaleMode |= ScaleMode.YByDistance; dp.TargetObject = @event.SourceId(); dp.Scale = new(1); dp.DestoryAt = 1500; accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp); } #endregion } public static class EventExtensions { private static bool ParseHexId(string? idStr, out uint id) { id = 0; if (string.IsNullOrEmpty(idStr)) return false; try { var idStr2 = idStr.Replace("0x", ""); id = uint.Parse(idStr2, System.Globalization.NumberStyles.HexNumber); return true; } catch (Exception) { return false; } } public static uint ActionId(this Event @event) { return JsonConvert.DeserializeObject(@event["ActionId"]); } public static uint SourceId(this Event @event) { return ParseHexId(@event["SourceId"], out var id) ? id : 0; } public static uint SourceDataId(this Event @event) { return JsonConvert.DeserializeObject(@event["SourceDataId"]); } public static uint Command(this Event @event) { return ParseHexId(@event["Command"], out var cid) ? cid : 0; } public static uint DurationMilliseconds(this Event @event) { return JsonConvert.DeserializeObject(@event["DurationMilliseconds"]); } public static float SourceRotation(this Event @event) { return JsonConvert.DeserializeObject(@event["SourceRotation"]); } public static float TargetRotation(this Event @event) { return JsonConvert.DeserializeObject(@event["TargetRotation"]); } public static byte Index(this Event @event) { return (byte)(ParseHexId(@event["Index"], out var index) ? index : 0); } public static uint State(this Event @event) { return ParseHexId(@event["State"], out var state) ? state : 0; } public static string SourceName(this Event @event) { return @event["SourceName"]; } public static string TargetName(this Event @event) { return @event["TargetName"]; } public static uint TargetId(this Event @event) { return ParseHexId(@event["TargetId"], out var id) ? id : 0; } public static Vector3 SourcePosition(this Event @event) { return JsonConvert.DeserializeObject(@event["SourcePosition"]); } public static Vector3 TargetPosition(this Event @event) { return JsonConvert.DeserializeObject(@event["TargetPosition"]); } public static Vector3 EffectPosition(this Event @event) { return JsonConvert.DeserializeObject(@event["EffectPosition"]); } public static uint DirectorId(this Event @event) { return ParseHexId(@event["DirectorId"], out var id) ? id : 0; } public static uint StatusId(this Event @event) { return JsonConvert.DeserializeObject(@event["StatusId"]); } public static uint StackCount(this Event @event) { return JsonConvert.DeserializeObject(@event["StackCount"]); } public static uint Param(this Event @event) { return JsonConvert.DeserializeObject(@event["Param"]); } } public static class Extensions { public static void TTS(this ScriptAccessory accessory, string text, bool isTTS, bool isDRTTS) { if (isDRTTS) { accessory.Method.SendChat($"/pdr tts {text}"); } else if (isTTS) { accessory.Method.TTS(text); } } } public static class DirectionCalc { // 以北为0建立list // Game List Logic // 0 - 4 pi // 0.25 pi - 3 0.75pi // 0.5 pi - 2 0.5pi // 0.75 pi - 1 0.25pi // pi - 0 0 // 1.25 pi - 7 1.75pi // 1.5 pi - 6 1.5pi // 1.75 pi - 5 1.25pi // Logic = Pi - Game (+ 2pi) /// /// 将游戏基角度(以南为0,逆时针增加)转为逻辑基角度(以北为0,顺时针增加) /// 算法与Logic2Game完全相同,但为了代码可读性,便于区分。 /// /// 游戏基角度 /// 逻辑基角度 public static float Game2Logic(this float radian) { // if (r < 0) r = (float)(r + 2 * Math.PI); // if (r > 2 * Math.PI) r = (float)(r - 2 * Math.PI); var r = float.Pi - radian; r = (r + float.Pi * 2) % (float.Pi * 2); return r; } /// /// 将逻辑基角度(以北为0,顺时针增加)转为游戏基角度(以南为0,逆时针增加) /// 算法与Game2Logic完全相同,但为了代码可读性,便于区分。 /// /// 逻辑基角度 /// 游戏基角度 public static float Logic2Game(this float radian) { // var r = (float)Math.PI - radian; // if (r < Math.PI) r = (float)(r + 2 * Math.PI); // if (r > Math.PI) r = (float)(r - 2 * Math.PI); return radian.Game2Logic(); } /// /// 输入逻辑基角度,获取逻辑方位(斜分割以正上为0,正分割以右上为0,顺时针增加) /// /// 逻辑基角度 /// 方位总数 /// 斜分割,默认true /// 逻辑基角度对应的逻辑方位 public static int Rad2Dirs(this float radian, int dirs, bool diagDivision = true) { var r = diagDivision ? Math.Round(radian / (2f * float.Pi / dirs)) : Math.Floor(radian / (2f * float.Pi / dirs)); r = (r + dirs) % dirs; return (int)r; } /// /// 输入坐标,获取逻辑方位(斜分割以正上为0,正分割以右上为0,顺时针增加) /// /// 坐标点 /// 中心点 /// 方位总数 /// 斜分割,默认true /// 该坐标点对应的逻辑方位 public static int Position2Dirs(this Vector3 point, Vector3 center, int dirs, bool diagDivision = true) { double dirsDouble = dirs; var r = diagDivision ? Math.Round(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble : Math.Floor(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble; return (int)r; } /// /// 以逻辑基弧度旋转某点 /// /// 待旋转点坐标 /// 中心 /// 旋转弧度 /// 旋转后坐标点 public static Vector3 RotatePoint(this Vector3 point, Vector3 center, float radian) { // 围绕某点顺时针旋转某弧度 Vector2 v2 = new(point.X - center.X, point.Z - center.Z); var rot = MathF.PI - MathF.Atan2(v2.X, v2.Y) + radian; var length = v2.Length(); return new Vector3(center.X + MathF.Sin(rot) * length, center.Y, center.Z - MathF.Cos(rot) * length); } /// /// 以逻辑基角度从某中心点向外延伸 /// /// 待延伸中心点 /// 旋转弧度 /// 延伸长度 /// 延伸后坐标点 public static Vector3 ExtendPoint(this Vector3 center, float radian, float length) { // 令某点以某弧度延伸一定长度 return new Vector3(center.X + MathF.Sin(radian) * length, center.Y, center.Z - MathF.Cos(radian) * length); } /// /// 寻找外侧某点到中心的逻辑基弧度 /// /// 中心 /// 外侧点 /// 外侧点到中心的逻辑基弧度 public static float FindRadian(this Vector3 newPoint, Vector3 center) { var radian = MathF.PI - MathF.Atan2(newPoint.X - center.X, newPoint.Z - center.Z); if (radian < 0) radian += 2 * MathF.PI; return radian; } /// /// 将输入点左右折叠 /// /// 待折叠点 /// 中心折线坐标点 /// public static Vector3 FoldPointHorizon(this Vector3 point, float centerX) { return point with { X = 2 * centerX - point.X }; } /// /// 将输入点上下折叠 /// /// 待折叠点 /// 中心折线坐标点 /// public static Vector3 FoldPointVertical(this Vector3 point, float centerZ) { return point with { Z = 2 * centerZ - point.Z }; } /// /// 将输入点朝某中心点往内/外同角度延伸,默认向内 /// /// 待延伸点 /// 中心点 /// 延伸长度 /// 是否向外延伸> /// public static Vector3 PointInOutside(this Vector3 point, Vector3 center, float length, bool isOutside = false) { Vector2 v2 = new(point.X - center.X, point.Z - center.Z); var targetPos = (point - center) / v2.Length() * length * (isOutside ? 1 : -1) + point; return targetPos; } /// /// 获得两点之间距离 /// /// /// /// public static float DistanceTo(this Vector3 point, Vector3 target) { Vector2 v2 = new(point.X - target.X, point.Z - target.Z); return v2.Length(); } }