完善坐标系

This commit is contained in:
2025-06-27 01:08:56 +08:00
parent 7d724f9857
commit afc3a96bdf
15 changed files with 240 additions and 183 deletions

View File

@@ -69,26 +69,28 @@ public partial class MapManager : MonoBehaviour
_curMapRegions.cellWidthPixel = widthPixel;
_curMapRegions.cellHeightPixel = heightPixel;
_curMapRegions.regions = new Region[mapRownum, mapColumn];
int maxRow = mapColumn;
int maxCol = mapRownum;
float jpgscenew = PicMapPixel / 100.0f;
for (int row = 0; row < mapRownum; row++)
for (int row = 0; row < mapRownum; row++) //14 * 11
{
for (int col = 0; col < mapColumn; col++)
{
string filename = $"v{mapId}_r{row + 1}_c{col + 1}"; // <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>v1000_r1_c1.jpg
string filename = $"v{mapId}_r{mapColumn - col}_c{row + 1}"; // <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>v1000_r11_c1.jpg
string spPath = PathUtil.GetMapTexure(1000, filename, "jpg");
GameObject obj = new GameObject(filename);
obj.transform.SetParent(mapRegionParent);
SpriteRenderer sr = obj.AddComponent<SpriteRenderer>();
float x = col * jpgscenew;
float y = (mapRownum - row - 1) * jpgscenew;
float x = row * jpgscenew;
float y = col * jpgscenew;
obj.transform.position = new Vector2(x, y);
_curMapRegions.regions[row, col] = new Region();
_curMapRegions.regions[row, col].indexX = row;
_curMapRegions.regions[row, col].indexY = col;
multithreadLoadTextrue(spPath, sr);
int ldx = mapRownum - row;
int ldy = col + 1;
_curMapRegions.regions[row, col].regionName = $"v{mapId}_r{ldx}_c{ldy}"; // <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>v1000_r1_c1.jpg
_curMapRegions.regions[row, col].regionName = filename;
}
}
MapManager.Instance.ReseCamera(jpgscenew * mapColumn, jpgscenew * mapRownum);
@@ -106,7 +108,7 @@ public partial class MapManager : MonoBehaviour
{
if(_curMapRegions == null) return;
float jpgscenew = PicMapPixel / 100.0f;
MapManager.Instance.GenerateMap(jpgscenew * _curMapRegions.regionColNum, jpgscenew * _curMapRegions.regionRowNum, _curMapRegions.cellWidthPixel / 100.0f, _curMapRegions.cellHeightPixel / 100.0f);
MapManager.Instance.GenerateMap(jpgscenew * _curMapRegions.regionRowNum, jpgscenew * _curMapRegions.regionColNum, _curMapRegions.cellWidthPixel / 100.0f, _curMapRegions.cellHeightPixel / 100.0f);
}
private async void multithreadLoadTextrue(string fullPath,SpriteRenderer sr)
{