202 lines
5.8 KiB
C#
202 lines
5.8 KiB
C#
using HxGame;
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using HxGame.Data;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Xml;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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public partial class MapManager : MonoBehaviour
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{
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//地图宽高缩放
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public const int CELLSCALE = 100;
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//格子宽像素
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public const int widthPixel = 48;
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//格子高像素
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public const int heightPixel = 32;
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//单张地图像素
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public const int PicMapPixel = 512;
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public delegate void LoadFinishedCallback();
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public LoadFinishedCallback onLoadFinishedCallback;
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//public delegate void CloseMapCallback();
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//public CloseMapCallback onCloseMapCallback;
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private static MapManager _mapManager = null;
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public static MapManager Instance
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{
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get
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{
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if (_mapManager == null)
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_mapManager = FindObjectOfType<MapManager>();
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return _mapManager;
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}
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}
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[HideInInspector]
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public int mapWidth = 0;
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[HideInInspector]
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public int mapHeight = 0;
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private int _maxWidth; //记录最大宽度索引
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private int _maxHeight; //记录最大高度索引
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private int _cellWidth;
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private int _cellHeight;
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private int _cellRows;
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private int _cellCols;
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//public CellNode[,] cellNodes;
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public int _curOpenMapId;
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private Material _cellMoveMat;
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private Material _cellObsMat;
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private Material _cellHideMat;
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private Material _cellDefaultMat;
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private Material _cellReturnMat; //回城点
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private Material _cellReliveMat; //复活点
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private Material _cellTeleportMat; //传送点
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private Material _cellNpcMat; //npc位置
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private Material _cellPathNodeMat; //pathNode
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private Material _cellTriggerMat; //trigger
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private bool _StartEditor;
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private float _brushRadius;
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private CellType _brushCellType;
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public int CellRows { get { return _cellRows; } }
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public int CellCols { get { return _cellCols; } }
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public int CellWidth { get { return _cellWidth; } }
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public int CellHeight { get { return _cellHeight; } }
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public int MaxWidth { get { return _maxWidth; } }
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public int MaxHeight { get { return _maxHeight; } }
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private GameObject _curPathObj = null;
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private void Start()
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{
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_cellMoveMat = Resources.Load<Material>("Materials/cellMoveMat");
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_cellObsMat = Resources.Load<Material>("Materials/cellObsMat");
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_cellHideMat = Resources.Load<Material>("Materials/cellHideMat");
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_cellDefaultMat = Resources.Load<Material>("Materials/cellDefaultMat");
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_cellReturnMat = Resources.Load<Material>("Materials/cellReturnMat");
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_cellReliveMat = Resources.Load<Material>("Materials/cellReliveMat");
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_cellTriggerMat = Resources.Load<Material>("Materials/cellTriggerMat");
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_cellTeleportMat = Resources.Load<Material>("Materials/cellTeleportMat");
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_cellNpcMat = Resources.Load<Material>("Materials/cellNpcMat");
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_cellPathNodeMat = Resources.Load<Material>("Materials/cellPathNodeMat");
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Cleanup();
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}
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private void OnCreatedMap(int mapId, int mapWidth, int mapHeight)
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{
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this.mapWidth = mapWidth;
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this.mapHeight = mapHeight;
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_curOpenMapId = mapId;
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}
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public void StartEditor()
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{
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if (_curOpenMapId < 0)
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{
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UIWindow.Instance.ShowMessage("请先打开地图");
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return;
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}
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_StartEditor = true;
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}
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public void CloseEditor()
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{
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_StartEditor = false;
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}
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public void SetBrush(float radius, CellType type)
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{
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_brushRadius = radius;
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_brushCellType = type;
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}
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List<MapConfig.AreaConfig> tempSafeAreasConfig = new List<MapConfig.AreaConfig>();
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public void CloseMap()
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{
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if (_curOpenMapId <= 0)
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return;
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UIWindow.Instance.uiCellInfo.CloseMap();
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UIWindow.Instance.uiMonstersPanel.RemoveAll();
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ClearMapRegions();
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Cleanup();
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}
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private void Cleanup()
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{
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mapWidth = 0;
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mapHeight = 0;
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_maxWidth = 0;
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_maxHeight = 0;
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_cellWidth = -1;
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_cellHeight = -1;
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_cellRows = -1;
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_cellCols = -1;
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_curOpenMapId = -1;
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_StartEditor = false;
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_brushRadius = 0;
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_brushCellType = CellType.None;
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}
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private void Update()
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{
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bool bHoverUI = EventSystem.current != null && EventSystem.current.IsPointerOverGameObject();
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if (bHoverUI)
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return;
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UpdateCamera();
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UpdateCellPos();
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}
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public void LoadSprite(string spName, GameObject go, int regionWidth=0, int regionHeight=0)
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{
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StartCoroutine(LoadSpriteCor(spName, go, regionWidth, regionHeight));
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}
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IEnumerator LoadSpriteCor(string spName, GameObject go, int regionWidth, int regionHeight)
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{
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string spPath = PathUtil.GetTexture(_curOpenMapId, spName, "jpg");
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using (UnityWebRequest req = UnityWebRequestTexture.GetTexture(spPath))
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{
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yield return req.SendWebRequest();
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if (req.result == UnityWebRequest.Result.ConnectionError)
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{
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UIWindow.Instance.ShowMessage(req.error);
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}
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else
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{
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Texture2D tt = DownloadHandlerTexture.GetContent(req);
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if (tt == null)
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yield break;
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//根据获取的Texture建立一个sprite
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//Sprite sprite = Sprite.Create((Texture2D)tt, new Rect(0, 0, tt.width, tt.height), new Vector2(0, 0));
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//sprite.name = spName;
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//go.GetComponent<Image>().sprite = sprite;
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tt.name = spName;
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go.GetComponent<RawImage>().texture = tt;
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go.GetComponent<RectTransform>().sizeDelta = new Vector2(regionWidth, regionHeight);
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}
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}
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}
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}
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