1093 lines
33 KiB
C#
1093 lines
33 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 UnityEngine;
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using UnityEngine.UI;
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public partial class MapManager : MonoBehaviour
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{
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public enum EditCellType
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{
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None,
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ReturnCell, //回城点
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TeleportCell, //传送点
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NpcCell, //NPC
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PathNodeCell, //路点
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NpcPath, //npc巡逻路径
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MonsterPath, //怪物巡逻路径
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//SafeArea, //安全区
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AudioTrigger, //音效触发
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TriggerCell, //触发点
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ReliveCell, //复活点
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SellArea, //摆摊区
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MonsterArea, //怪物
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FuBenArea, //副本
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JuBaoArea, //聚宝
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}
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public struct CenterPoint
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{
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public int areaIdx;
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public int radius; //半径
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}
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public struct TriggerPoint
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{
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public int areaIdx;
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public int radius; //半径
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public string text;
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}
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public struct MonsterPoint
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{
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public int areaIdx;
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public int radius; //半径
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public int id; //刷怪ID
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public int num; //刷怪数量
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}
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//记录已生成的地形网格
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private List<string> _activeTerrainCells = new List<string>();
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private const int IGNORECELLSIZE = 15;
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private EditCellType _curEditCellType = EditCellType.None;
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private int _teleportPointSize = 0; //传送点个数
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private int _curTeleportPointIdx = 0; //当前编辑传送点索引
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private int _npcPointSize = 0; //npc个数
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private int _curNpcPointIdx = 0; //当前编辑npc索引
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private int _pathNodePointSize = 0; //路点个数
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private int _curPathNodePointIdx = 0; //当前编辑路点索引
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private int _triggerPointSize = 0; //触发点个数
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private int _curTriggerPointIdx = 0; //当前编辑触发点索引
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//npc路径数量map
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private Dictionary<int, int> _dicNpcPathPointSize = new Dictionary<int, int>();
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//怪物路径数量map
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private Dictionary<int, int> _dicMonsterPathPointSize = new Dictionary<int, int>();
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private CenterPoint _curAudioTriggerCenterPoint = new CenterPoint(); //当前编辑音效区索引
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private TriggerPoint _curTriggerCenterPoint = new TriggerPoint(); //当前编辑触发区索引
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private CenterPoint _curReliveCenterPoint = new CenterPoint(); //当前编辑复活点索引
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private CenterPoint _curSellAreaCenterPoint = new CenterPoint(); //当前编辑摆摊区索引
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private MonsterPoint _curMonsterPoint = new MonsterPoint(); //刷怪索引
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private MonsterPoint _curFuBenPoint = new MonsterPoint(); //副本刷怪索引
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private MonsterPoint _curJuBaoPoint = new MonsterPoint(); //聚宝索引
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public CellNode[] cellsNode;
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private Dictionary<CellLayer, List<GameObject>> _layCellsMap = new Dictionary<CellLayer, List<GameObject>>();
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public void SetEditCellType(EditCellType type)
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{
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if(cellsNode == null || cellsNode.Length == 0)
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{
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UIWindow.Instance.ShowMessage("请先显示格子");
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return;
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}
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_curEditCellType = type;
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}
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//传送点
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public int AddTeleportPointSize()
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{
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return ++_teleportPointSize;
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}
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public void RemoveTeleportPointSize(int idx)
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{
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_curTeleportPointIdx = idx;
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RemoveSpecialPoint(EditCellType.TeleportCell);
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}
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public void SetCurTeleportPointIdx(int idx)
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{
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_curTeleportPointIdx = idx;
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}
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//NPC
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public int AddNpcPointSize()
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{
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return ++_npcPointSize;
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}
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public void RemoveNpcPointSize(int idx)
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{
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_curNpcPointIdx = idx;
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RemoveSpecialPoint(EditCellType.NpcCell);
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//还要删除该npc路径
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int size = _dicNpcPathPointSize[_curNpcPointIdx];
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for (int i = 1; i <= size; i++)
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{
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RemoveSpecialPoint(EditCellType.NpcPath, i);
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}
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}
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public void SetCurNpcPointIdx(int idx)
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{
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_curNpcPointIdx = idx;
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}
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//路点
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public void ZeroNodePathSize()
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{
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_pathNodePointSize = 0;
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}
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public int AddPathNodePointSize()
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{
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return ++_pathNodePointSize;
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}
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public void RemovePathNodePointSize(int idx)
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{
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_curPathNodePointIdx = idx;
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RemoveSpecialPoint(EditCellType.PathNodeCell);
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}
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public void SetCurPathNodePointIdx(int idx)
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{
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_curPathNodePointIdx = idx;
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}
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//音效触发
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public void SetCurAudioTriggerCenterPoint(int idx, int radius)
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{
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_curAudioTriggerCenterPoint.areaIdx = idx;
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_curAudioTriggerCenterPoint.radius = radius;
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}
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public void RemoveAudioTriggerCenterPoint(int idx)
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{
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_curAudioTriggerCenterPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.AudioTrigger);
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}
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//触发区
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public void SetCurTriggerCenterPoint(int idx, int radius, TriggerMode mode)
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{
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_curTriggerCenterPoint.areaIdx = idx;
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_curTriggerCenterPoint.radius = radius;
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switch(mode)
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{
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case TriggerMode.KillMonster:
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_curTriggerCenterPoint.text = "杀怪触发";
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break;
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case TriggerMode.UseItem:
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_curTriggerCenterPoint.text = "道具触发";
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break;
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case TriggerMode.Task:
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_curTriggerCenterPoint.text = "任务触发";
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break;
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case TriggerMode.Npc:
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_curTriggerCenterPoint.text = "NPC触发";
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break;
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}
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}
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public void RemoveTriggerCenterPoint(int idx)
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{
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_curTriggerCenterPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.TriggerCell);
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}
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//复活点
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public void SetReliveCenterPoint(int idx, int radius)
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{
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_curReliveCenterPoint.areaIdx = idx;
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_curReliveCenterPoint.radius = radius;
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}
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public void RemoveReliveCenterPoint(int idx)
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{
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_curReliveCenterPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.ReliveCell);
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}
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//摆摊区
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public void SetCurSellCenterPoint(int idx, int radius)
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{
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_curSellAreaCenterPoint.areaIdx = idx;
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_curSellAreaCenterPoint.radius = radius;
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}
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public void RemoveSellCenterPoint(int idx)
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{
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_curSellAreaCenterPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.SellArea);
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}
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//怪物
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public void SetMonsterPoint(int idx, int radius, int id, int num)
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{
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_curMonsterPoint.areaIdx = idx;
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_curMonsterPoint.radius = radius;
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_curMonsterPoint.id = id;
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_curMonsterPoint.num = num;
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}
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public void RemoveMonsterPoint(int idx)
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{
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_curMonsterPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.MonsterArea);
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//还要删除该npc路径
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if (!_dicMonsterPathPointSize.ContainsKey(_curMonsterPoint.areaIdx))
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return;
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int size = _dicMonsterPathPointSize[_curMonsterPoint.areaIdx];
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for (int i = 1; i <= size; i++)
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{
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RemoveSpecialPoint(EditCellType.MonsterPath, i);
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}
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}
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public void ShowMonsterPoint(int idx)
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{
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Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
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if (cellsTrans == null)
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{
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UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
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return;
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}
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string cellName = $"怪物区{idx}";
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var t = cellsTrans.Find(cellName);
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if (t == null)
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return;
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t.gameObject.SetActive(true);
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}
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public void HideMonsterPoint(int idx)
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{
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Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
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if (cellsTrans == null)
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{
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UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
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return;
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}
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string cellName = $"怪物区{idx}";
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var t = cellsTrans.Find(cellName);
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if (t == null)
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return;
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t.gameObject.SetActive(false);
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}
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//npc巡逻路径
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public int AddNpcPathSize()
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{
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if (!_dicNpcPathPointSize.ContainsKey(_curNpcPointIdx))
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return 1;
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return _dicNpcPathPointSize[_curNpcPointIdx]++;
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}
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public void SetCurNpcPathIdx(int idx)
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{
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if (_dicNpcPathPointSize.ContainsKey(_curNpcPointIdx))
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return;
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_dicNpcPathPointSize.Add(_curNpcPointIdx, idx);
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}
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public int GetCurNpcPathIdx()
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{
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if (!_dicNpcPathPointSize.ContainsKey(_curNpcPointIdx))
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return 0;
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return _dicNpcPathPointSize[_curNpcPointIdx];
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}
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//monster巡逻路径
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public int AddMonsterPathSize()
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{
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if (!_dicMonsterPathPointSize.ContainsKey(_curMonsterPoint.areaIdx))
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return 1;
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return _dicMonsterPathPointSize[_curMonsterPoint.areaIdx]++;
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}
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public void SetCurMonsterPathIdx(int idx)
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{
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if (_dicMonsterPathPointSize.ContainsKey(_curMonsterPoint.areaIdx))
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return;
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_dicMonsterPathPointSize.Add(_curMonsterPoint.areaIdx, idx);
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}
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public int GetCurMonsterPathIdx()
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{
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if (!_dicMonsterPathPointSize.ContainsKey(_curMonsterPoint.areaIdx))
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return 0;
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return _dicMonsterPathPointSize[_curMonsterPoint.areaIdx];
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}
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//副本刷怪区
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public void SetCurFuBenCenterPoint(int idx, int radius, int id, int num)
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{
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_curFuBenPoint.areaIdx = idx;
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_curFuBenPoint.radius = radius;
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_curFuBenPoint.id = id;
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_curFuBenPoint.num = num;
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}
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public void RemoveFuBenCenterPoint(int idx)
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{
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_curFuBenPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.FuBenArea);
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}
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//聚宝区
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//public void SetCurJuBaoCenterPoint(int idx, int radius, int id, int num)
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public void SetCurJuBaoCenterPoint(int idx, int radius, int id)
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{
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_curJuBaoPoint.areaIdx = idx;
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_curJuBaoPoint.radius = radius;
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_curJuBaoPoint.id = id;
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}
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public void RemoveJuBaoCenterPoint(int idx)
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{
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_curJuBaoPoint.areaIdx = idx;
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RemoveSpecialPoint(EditCellType.JuBaoArea);
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}
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private string GetSpecialName(EditCellType cellType, out int size)
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{
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size = 0;
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string cellName = string.Empty;
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switch (cellType)
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{
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case EditCellType.TeleportCell:
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cellName = "传送点";
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size = _teleportPointSize;
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break;
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case EditCellType.NpcCell:
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cellName = "Npc";
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size = _npcPointSize;
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break;
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case EditCellType.PathNodeCell:
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cellName = "PathNode";
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size = _pathNodePointSize;
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break;
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case EditCellType.ReliveCell:
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cellName = "复活点";
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size = UIWindow.Instance.uiRelivesPanel.itemParent.childCount;
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break;
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case EditCellType.AudioTrigger:
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cellName = "音效触发";
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size = UIWindow.Instance.uiAudioTriggerPanel.itemParent.childCount;
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break;
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case EditCellType.TriggerCell:
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cellName = "触发区";
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size = UIWindow.Instance.uiTriggersPanel.itemParent.childCount;
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break;
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case EditCellType.SellArea:
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cellName = "摆摊区";
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size = UIWindow.Instance.uiSellAreasPanel.itemParent.childCount;
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break;
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case EditCellType.MonsterArea:
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cellName = "怪物区";
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//size = UIWindow.Instance.uiMonstersPanel_old.itemParent.childCount;
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break;
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case EditCellType.FuBenArea:
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cellName = "副本刷怪";
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size = UIWindow.Instance.uiFuBensPanel.itemParent.childCount;
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break;
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case EditCellType.JuBaoArea:
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cellName = "聚宝区";
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size = UIWindow.Instance.uiFuBensPanel.itemParent.childCount;
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break;
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default:
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return null;
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}
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return cellName;
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}
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public void ShowSpecialPoint(EditCellType cellType)
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{
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Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
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if (cellsTrans == null)
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{
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UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
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return;
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}
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int size = 0;
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string cellName = GetSpecialName(cellType, out size);
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Transform trans = null;
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for (int i = 1; i <= size; i++)
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{
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trans = cellsTrans.Find($"{cellName}{i}");
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if (trans == null)
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continue;
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trans.gameObject.SetActive(true);
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}
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if(cellType == EditCellType.MonsterArea)
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{
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foreach(var item in _dicMonsterPathPointSize)
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{
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for (int i = 1; i <= item.Value; i++)
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{
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cellName = $"MonsterPath{item.Key}{i}";
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trans = cellsTrans.Find(cellName);
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if (trans == null)
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continue;
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trans.gameObject.SetActive(true);
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}
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}
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}
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}
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public void HideSpecialPoint(EditCellType cellType)
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{
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Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
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if (cellsTrans == null)
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{
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UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
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return;
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}
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int size = 0;
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string cellName = GetSpecialName(cellType, out size);
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Transform trans = null;
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for(int i=1; i<=size; i++)
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{
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trans = cellsTrans.Find($"{cellName}{i}");
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if (trans == null)
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continue;
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trans.gameObject.SetActive(false);
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}
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}
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public void RemoveSpecialPoint(EditCellType cellType, int idx = 0)
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{
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Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
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if (cellsTrans == null)
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{
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UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
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return;
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}
|
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string cellName = string.Empty;
|
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switch (cellType)
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{
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case EditCellType.ReturnCell:
|
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cellName = "回城点";
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break;
|
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case EditCellType.TeleportCell:
|
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cellName = $"传送点{_curTeleportPointIdx}";
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break;
|
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case EditCellType.NpcCell:
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cellName = $"Npc{_curNpcPointIdx}";
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break;
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case EditCellType.PathNodeCell:
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cellName = $"PathNode{_curPathNodePointIdx}";
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break;
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case EditCellType.ReliveCell:
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cellName = $"复活点{_curReliveCenterPoint.areaIdx}";
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break;
|
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case EditCellType.AudioTrigger:
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cellName = $"音效触发{_curAudioTriggerCenterPoint.areaIdx}";
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break;
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case EditCellType.TriggerCell:
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cellName = $"Trigger{_curTriggerPointIdx}";
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break;
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case EditCellType.SellArea:
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cellName = $"摆摊区{_curSellAreaCenterPoint.areaIdx}";
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break;
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||
case EditCellType.MonsterArea:
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cellName = $"怪物区{_curMonsterPoint.areaIdx}";
|
||
break;
|
||
case EditCellType.FuBenArea:
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||
cellName = $"副本刷怪{_curFuBenPoint.areaIdx}";
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||
break;
|
||
case EditCellType.JuBaoArea:
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cellName = $"聚宝区{_curJuBaoPoint.areaIdx}";
|
||
break;
|
||
case EditCellType.NpcPath:
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||
cellName = $"NpcPath{_curNpcPointIdx}{idx}";
|
||
break;
|
||
case EditCellType.MonsterPath:
|
||
cellName = $"MonsterPath{_curMonsterPoint .areaIdx}{idx}";
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||
break;
|
||
default:
|
||
return;
|
||
}
|
||
|
||
if (cellsTrans.Find(cellName))
|
||
{
|
||
DestroyImmediate(cellsTrans.Find(cellName).gameObject);
|
||
}
|
||
}
|
||
|
||
|
||
public void CreateSpecialPoint(int x, int y, EditCellType cellType)
|
||
{
|
||
Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
|
||
if (cellsTrans == null)
|
||
{
|
||
UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
|
||
return;
|
||
}
|
||
|
||
if (_curOpenMapId <= 0)
|
||
return;
|
||
|
||
if (cellsNode == null)
|
||
return;
|
||
|
||
if (mapWidth <= 0 || mapHeight <= 0)
|
||
return;
|
||
if (_cellWidth <= 0 || _cellHeight <= 0)
|
||
return;
|
||
if (_cellRows <= 0 || _cellCols <= 0)
|
||
return;
|
||
|
||
if (y < 0 || y >= _cellRows)
|
||
return;
|
||
if (x < 0 || x >= _cellCols)
|
||
return;
|
||
|
||
UnityEngine.Object obj = null;
|
||
|
||
|
||
if (cellType < EditCellType.AudioTrigger)
|
||
obj = _cellAsset;
|
||
else if (cellType == EditCellType.AudioTrigger)
|
||
obj = Resources.Load("Prefabs/audioTriggerCenterPoint");
|
||
else if (cellType == EditCellType.TriggerCell)
|
||
obj = Resources.Load("Prefabs/triggerCenterPoint");
|
||
else if (cellType == EditCellType.ReliveCell)
|
||
obj = Resources.Load("Prefabs/reliveCenterPoint");
|
||
else if (cellType == EditCellType.SellArea)
|
||
obj = Resources.Load("Prefabs/sellCenterPoint");
|
||
else if (cellType == EditCellType.MonsterArea)
|
||
obj = Resources.Load("Prefabs/monsterPoint");
|
||
else if (cellType == EditCellType.FuBenArea)
|
||
obj = Resources.Load("Prefabs/fubenPoint");
|
||
else if (cellType == EditCellType.JuBaoArea)
|
||
obj = Resources.Load("Prefabs/jubaoPoint");
|
||
|
||
if (obj == null)
|
||
{
|
||
UIWindow.Instance.ShowMessage("加载cell.prefab失败");
|
||
return;
|
||
}
|
||
|
||
string cellName = string.Empty;
|
||
Material mat = null;
|
||
Vector3 localScale = Vector3.zero;
|
||
|
||
switch (cellType)
|
||
{
|
||
case EditCellType.ReturnCell:
|
||
cellName = "回城点";
|
||
mat = _cellReturnMat;
|
||
break;
|
||
case EditCellType.TeleportCell:
|
||
cellName = $"传送点{_curTeleportPointIdx}";
|
||
mat = _cellTeleportMat;
|
||
break;
|
||
case EditCellType.NpcCell:
|
||
cellName = $"Npc{_curNpcPointIdx}";
|
||
mat = _cellNpcMat;
|
||
break;
|
||
case EditCellType.PathNodeCell:
|
||
cellName = $"PathNode{_curPathNodePointIdx}";
|
||
mat = _cellPathNodeMat;
|
||
break;
|
||
case EditCellType.AudioTrigger:
|
||
cellName = $"音效触发{_curAudioTriggerCenterPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curAudioTriggerCenterPoint.radius * 2, 0.9f * _curAudioTriggerCenterPoint.radius * 2, 1);
|
||
break;
|
||
case EditCellType.TriggerCell:
|
||
cellName = $"触发区{_curTriggerCenterPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curTriggerCenterPoint.radius * 2, 0.9f * _curTriggerCenterPoint.radius * 2, 1);
|
||
break;
|
||
case EditCellType.ReliveCell:
|
||
cellName = $"复活点{_curReliveCenterPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curReliveCenterPoint.radius * 2, 0.9f * _curReliveCenterPoint.radius * 2, 1);
|
||
break;
|
||
case EditCellType.SellArea:
|
||
cellName = $"摆摊区{_curSellAreaCenterPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curSellAreaCenterPoint.radius * 2, 0.9f * _curSellAreaCenterPoint.radius * 2, 1);
|
||
break;
|
||
case EditCellType.MonsterArea:
|
||
cellName = $"怪物区{_curMonsterPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curMonsterPoint.radius * 2, 0.9f * _curMonsterPoint.radius * 2, 1);
|
||
if (localScale == Vector3.forward)
|
||
localScale = new Vector3(0.5f, 0.5f, 1);
|
||
break;
|
||
case EditCellType.FuBenArea:
|
||
cellName = $"副本刷怪{_curFuBenPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curFuBenPoint.radius * 2, 0.9f * _curFuBenPoint.radius * 2, 1);
|
||
break;
|
||
case EditCellType.JuBaoArea:
|
||
cellName = $"聚宝区{_curJuBaoPoint.areaIdx}";
|
||
localScale = new Vector3(0.9f * _curJuBaoPoint.radius * 2, 0.9f * _curJuBaoPoint.radius * 2, 1);
|
||
break;
|
||
case EditCellType.NpcPath:
|
||
cellName = $"NpcPath{_curNpcPointIdx}{GetCurNpcPathIdx()}";
|
||
mat = _cellPathNodeMat;
|
||
break;
|
||
case EditCellType.MonsterPath:
|
||
cellName = $"MonsterPath{_curMonsterPoint.areaIdx}{GetCurMonsterPathIdx()}";
|
||
mat = _cellPathNodeMat;
|
||
break;
|
||
}
|
||
|
||
GameObject go = null;
|
||
if (cellsTrans.Find(cellName))
|
||
{
|
||
go = cellsTrans.Find(cellName).gameObject;
|
||
}
|
||
else
|
||
{
|
||
go = Instantiate(obj) as GameObject;
|
||
go.transform.SetParent(cellsTrans, false);
|
||
go.transform.localScale = new Vector3(((float)_cellWidth / CELLSCALE) - 0.1f, ((float)_cellHeight / CELLSCALE) - 0.1f, 1);
|
||
}
|
||
|
||
CellNode cell = GetCell(x, y);
|
||
|
||
Vector3 pos = cell.GetPos((float)_cellWidth / CELLSCALE, (float)_cellHeight / CELLSCALE);
|
||
go.transform.localPosition = new Vector3(pos.x, pos.z, pos.y);
|
||
go.name = cellName;
|
||
|
||
if (cellType < EditCellType.AudioTrigger)
|
||
go.GetComponent<MeshRenderer>().material = mat;
|
||
else
|
||
go.transform.localScale = localScale;
|
||
|
||
if(cellType == EditCellType.MonsterArea)
|
||
{
|
||
go.transform.Find("Name").GetComponent<Text>().text = $"怪物区{_curMonsterPoint.areaIdx}";
|
||
go.transform.Find("ID").GetComponent<Text>().text = "ID:" + _curMonsterPoint.id.ToString();
|
||
go.transform.Find("Num").GetComponent<Text>().text = "Num:" + _curMonsterPoint.num.ToString();
|
||
}
|
||
else if (cellType == EditCellType.FuBenArea)
|
||
{
|
||
go.transform.Find("Order").GetComponent<Text>().text = _curFuBenPoint.areaIdx.ToString();
|
||
go.transform.Find("ID").GetComponent<Text>().text = "ID:" + _curFuBenPoint.id.ToString();
|
||
go.transform.Find("Num").GetComponent<Text>().text = "Num:" + _curFuBenPoint.num.ToString();
|
||
}
|
||
else if (cellType == EditCellType.JuBaoArea)
|
||
{
|
||
go.transform.Find("ID").GetComponent<Text>().text = "ID:" + _curJuBaoPoint.id.ToString();
|
||
//go.transform.Find("Num").GetComponent<Text>().text = "Num:" + _curJuBaoPoint.num.ToString();
|
||
}
|
||
else if(cellType == EditCellType.TriggerCell)
|
||
{
|
||
go.transform.GetChild(0).GetComponent<Text>().text = _curTriggerCenterPoint.text;
|
||
}
|
||
|
||
}
|
||
|
||
public int GetLayCellCount(CellLayer lay)
|
||
{
|
||
if(!_layCellsMap.ContainsKey(lay))
|
||
return 0;
|
||
|
||
return _layCellsMap[lay].Count;
|
||
}
|
||
|
||
public void CreateCells()
|
||
{
|
||
foreach (var key in _layCellsMap.Keys)
|
||
_layCellsMap[key].Clear();
|
||
|
||
Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
|
||
if(cellsTrans == null)
|
||
{
|
||
UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
|
||
return;
|
||
}
|
||
|
||
//有可能创建了回城点等
|
||
if (cellsTrans.childCount > IGNORECELLSIZE)
|
||
{
|
||
SetGameObjectActiveWithAllChild(cellsTrans, true);
|
||
return;
|
||
}
|
||
|
||
for (int y = 0; y < _cellRows; y++)
|
||
{
|
||
for (int x = 0; x < _cellCols; x++)
|
||
{
|
||
CellNode cell = GetCell(x, y);
|
||
|
||
GameObject go = Instantiate(_cellAsset) as GameObject;
|
||
go.name = $"{x}_{y}"; //命名:行_列
|
||
go.transform.SetParent(cellsTrans, false);
|
||
go.transform.localScale = new Vector3(((float)_cellWidth / CELLSCALE) - 0.1f, ((float)_cellHeight / CELLSCALE) - 0.1f, 1);
|
||
//2d 调整下坐标
|
||
Vector3 pos = cell.GetPos((float)_cellWidth / CELLSCALE, (float)_cellHeight / CELLSCALE);
|
||
go.transform.localPosition = new Vector3(pos.x, pos.z, pos.y);
|
||
go.layer = LayerMask.NameToLayer("MapCell");
|
||
ShowCellType(go, cell.cellType);
|
||
AddLayerCell(go, (CellLayer)cell.cellType);
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
public void HideCells()
|
||
{
|
||
Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
|
||
if (cellsTrans == null)
|
||
{
|
||
UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
|
||
return;
|
||
}
|
||
|
||
SetGameObjectActiveWithAllChild(cellsTrans, false);
|
||
}
|
||
|
||
public void ShowCells()
|
||
{
|
||
Transform cellsTrans = UIWindow.Instance.mapTrans.Find("CellsNode");
|
||
if (cellsTrans == null)
|
||
{
|
||
UIWindow.Instance.ShowMessage("没有找到CellsNode节点");
|
||
return;
|
||
}
|
||
|
||
SetGameObjectActiveWithAllChild(cellsTrans, true);
|
||
}
|
||
|
||
void SetGameObjectActiveWithAllChild(Transform parentTrans, bool bActive)
|
||
{
|
||
for (int i = 0; i < parentTrans.childCount; i++)
|
||
{
|
||
Transform trans = parentTrans.GetChild(i);
|
||
if (trans == null)
|
||
continue;
|
||
|
||
trans.gameObject.SetActive(bActive);
|
||
}
|
||
}
|
||
|
||
public void RemoveAllCells()
|
||
{
|
||
Transform trans = UIWindow.Instance.mapTrans.Find("CellsNode");
|
||
if (trans == null)
|
||
return;
|
||
|
||
int count = trans.childCount;
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
DestroyImmediate(trans.GetChild(0).gameObject);
|
||
}
|
||
|
||
Cleanup();
|
||
}
|
||
|
||
public CellNode GetCell(int x, int y)
|
||
{
|
||
if (x < 0 || y < 0)
|
||
return null;
|
||
|
||
if (y >= _cellRows || x >= _cellCols)
|
||
return null;
|
||
|
||
int index = y * _cellCols + x;
|
||
return cellsNode[index];
|
||
}
|
||
|
||
public CellNode GetCell(int index)
|
||
{
|
||
if (index < 0)
|
||
return null;
|
||
|
||
if (index >= cellsNode.Length)
|
||
return null;
|
||
|
||
return cellsNode[index];
|
||
}
|
||
|
||
public CellNode GetCell(Vector3 pos)
|
||
{
|
||
int x = (int)pos.x / _cellWidth;
|
||
int y = (int)pos.z / _cellHeight;
|
||
|
||
return GetCell(x, y);
|
||
}
|
||
|
||
private CellType GetCellType(string cellName)
|
||
{
|
||
string[] tmp = cellName.Split('_');
|
||
if (tmp.Length != 2)
|
||
return CellType.None;
|
||
|
||
int x, y;
|
||
x = Convert.ToInt32(tmp[0]);
|
||
y = Convert.ToInt32(tmp[1]);
|
||
|
||
int index = y * _cellCols + x;
|
||
return cellsNode[index].cellType;
|
||
}
|
||
|
||
private CellType SetCellType(string cellName, CellType type)
|
||
{
|
||
string[] tmp = cellName.Split('_');
|
||
if (tmp.Length != 2)
|
||
return CellType.None;
|
||
|
||
int indexX, indexY;
|
||
indexX = Convert.ToInt32(tmp[0]);
|
||
indexY = Convert.ToInt32(tmp[1]);
|
||
|
||
return SetCellType(indexX, indexY, type);
|
||
}
|
||
|
||
private CellType SetCellType(int indexX, int indexY, CellType type)
|
||
{
|
||
CellNode cell = GetCell(indexX, indexY);
|
||
if (cell == null)
|
||
return CellType.None;
|
||
|
||
if (type == CellType.Safe)
|
||
cell.cellType |= CellType.Safe;
|
||
else
|
||
cell.cellType = type;
|
||
|
||
return cell.cellType;
|
||
}
|
||
|
||
private void ShowCellType(GameObject go, CellType type)
|
||
{
|
||
if ((type & CellType.Safe) == CellType.Safe)
|
||
{
|
||
var materials = new Material[2];
|
||
materials[1] = _cellDefaultMat;
|
||
go.GetComponent<MeshRenderer>().materials = materials;
|
||
}
|
||
|
||
if ((type & CellType.Move) == CellType.Move)
|
||
{
|
||
go.GetComponent<MeshRenderer>().material = _cellMoveMat;
|
||
}
|
||
|
||
if ((type & CellType.Obstacle) == CellType.Obstacle)
|
||
{
|
||
go.GetComponent<MeshRenderer>().material = _cellObsMat;
|
||
}
|
||
|
||
if ((type & CellType.Hide) == CellType.Hide)
|
||
{
|
||
go.GetComponent<MeshRenderer>().material = _cellHideMat;
|
||
}
|
||
|
||
//if ((type & CellType.None) == CellType.None)
|
||
if (type == CellType.None)
|
||
{
|
||
go.GetComponent<MeshRenderer>().material = _cellDefaultMat;
|
||
}
|
||
}
|
||
|
||
public void CalculationCells(int cellWidth, int cellHeight, int mapWidth, int mapHeight)
|
||
{
|
||
//RemoveAllCells();
|
||
|
||
_cellWidth = cellWidth;
|
||
_cellHeight = cellHeight;
|
||
this.mapWidth = mapWidth;
|
||
this.mapHeight = mapHeight;
|
||
|
||
_cellRows = mapHeight / _cellHeight; //行 == 高
|
||
_cellCols = mapWidth / _cellWidth; //列 == 宽
|
||
|
||
cellsNode = new CellNode[_cellRows*_cellCols];
|
||
int index = 0;
|
||
|
||
for(int y=0; y < _cellRows; y++)
|
||
{
|
||
for(int x=0; x < _cellCols; x++)
|
||
{
|
||
index = y * _cellCols + x;
|
||
|
||
cellsNode[index] = new CellNode(x, y, index, CellType.Obstacle);
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
//根据layer分类添加
|
||
public void AddLayerCell(GameObject go, CellLayer layer)
|
||
{
|
||
List<GameObject> cells = null;
|
||
|
||
if (((CellLayer)layer & CellLayer.Move) == CellLayer.Move)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Move];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Obstacle) == CellLayer.Obstacle)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Obstacle];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Hide) == CellLayer.Hide)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Hide];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Safe) == CellLayer.Safe)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Safe];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Stall) == CellLayer.Stall)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Stall];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Audio) == CellLayer.Audio)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Audio];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Trigger) == CellLayer.Trigger)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Trigger];
|
||
cells.Add(go);
|
||
}
|
||
|
||
if (((CellLayer)layer & CellLayer.Monster) == CellLayer.Monster)
|
||
{
|
||
cells = _layCellsMap[CellLayer.Monster];
|
||
cells.Add(go);
|
||
}
|
||
}
|
||
|
||
public void HideCellsExcludeLayers(int layers)
|
||
{
|
||
if (layers == 0)
|
||
return;
|
||
|
||
if(layers < (int)CellLayer.Stall)
|
||
{
|
||
bool safeNoHide = ((CellLayer)layers & CellLayer.Safe) == CellLayer.Safe;
|
||
|
||
foreach (var layerCells in _layCellsMap)
|
||
{
|
||
safeNoHide = (layerCells.Key & CellLayer.Safe) == CellLayer.Safe;
|
||
if (((int)layerCells.Key & layers) != (int)layerCells.Key)
|
||
{
|
||
HideCellsWithLayer(layerCells.Key, layers, safeNoHide);
|
||
}
|
||
}
|
||
|
||
HideSpecialPoint(EditCellType.SellArea);
|
||
HideSpecialPoint(EditCellType.AudioTrigger);
|
||
HideSpecialPoint(EditCellType.TriggerCell);
|
||
HideSpecialPoint(EditCellType.ReliveCell);
|
||
HideSpecialPoint(EditCellType.FuBenArea);
|
||
HideSpecialPoint(EditCellType.MonsterArea);
|
||
HideSpecialPoint(EditCellType.JuBaoArea);
|
||
}
|
||
else
|
||
{
|
||
//先隐藏所有格子
|
||
HideCells();
|
||
|
||
if(((CellLayer)layers & CellLayer.Stall) == CellLayer.Stall)
|
||
{
|
||
ShowSpecialPoint(EditCellType.SellArea);
|
||
}
|
||
|
||
if (((CellLayer)layers & CellLayer.Audio) == CellLayer.Audio)
|
||
{
|
||
ShowSpecialPoint(EditCellType.AudioTrigger);
|
||
}
|
||
|
||
if (((CellLayer)layers & CellLayer.Trigger) == CellLayer.Trigger)
|
||
{
|
||
ShowSpecialPoint(EditCellType.TriggerCell);
|
||
}
|
||
|
||
if (((CellLayer)layers & CellLayer.Monster) == CellLayer.Monster)
|
||
{
|
||
ShowSpecialPoint(EditCellType.MonsterArea);
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
public void HideCellsWithLayer(CellLayer hideLayer, int showLayers, bool safeNoHide)
|
||
{
|
||
var cells = _layCellsMap[hideLayer];
|
||
foreach(var cell in cells)
|
||
{
|
||
CellType ct = GetCellType(cell.name);
|
||
//如果隐藏格子类型属于安全区
|
||
if(safeNoHide)
|
||
{
|
||
//如果有显示格子类型的值,不隐藏
|
||
if (((int)ct & (int)showLayers) == showLayers)
|
||
continue;
|
||
}
|
||
else
|
||
{
|
||
//如果隐藏格子类型不属于安全区,但是,显示格子类型又是安全区
|
||
if (((int)ct & (int)showLayers) == showLayers)
|
||
continue;
|
||
}
|
||
//
|
||
// continue;
|
||
|
||
cell.SetActive(false);
|
||
}
|
||
|
||
}
|
||
|
||
public void RemoveLayerCellInLayCellsMap(GameObject go)
|
||
{
|
||
List<GameObject> removeGos = new List<GameObject>();
|
||
foreach(var cells in _layCellsMap.Values)
|
||
{
|
||
GameObject f = cells.Find(cell => cell.name == go.name);
|
||
if (f == null)
|
||
continue;
|
||
|
||
removeGos.Add(f);
|
||
}
|
||
|
||
for(int i=0; i<removeGos.Count; i++)
|
||
{
|
||
|
||
}
|
||
}
|
||
|
||
public void CleanSafe()
|
||
{
|
||
var cells = _layCellsMap[CellLayer.Safe];
|
||
if (cells == null)
|
||
return;
|
||
|
||
foreach(var cell in cells)
|
||
{
|
||
if (cell.GetComponent<MeshRenderer>().materials.Length == 2)
|
||
cell.GetComponent<MeshRenderer>().materials = new Material[1];
|
||
|
||
CellType ct = GetCellType(cell.name);
|
||
CellType new_ct = (ct ^= CellType.Safe);
|
||
SetCellType(cell.name, new_ct);
|
||
ShowCellType(cell, new_ct);
|
||
}
|
||
|
||
cells.Clear();
|
||
}
|
||
}
|