Beispiel #1
0
        //设置房间的位置及大小(以当前所有格子中左上角一个为准)
        private void setRoomPositionAndSize()
        {
            var miniX = int.MaxValue;
            var miniY = int.MaxValue;
            var maxX  = -1;
            var maxY  = -1;

            for (int i = 0; i < BindTileItems.Count; i++)
            {
                if (BindTileItems[i].IndexX < miniX)
                {
                    miniX = BindTileItems[i].IndexX;
                }
                if (BindTileItems[i].IndexY < miniY)
                {
                    miniY = BindTileItems[i].IndexY;
                }
                if (BindTileItems[i].IndexX > maxX)
                {
                    maxX = BindTileItems[i].IndexX;
                }
                if (BindTileItems[i].IndexY > maxY)
                {
                    maxY = BindTileItems[i].IndexY;
                }
            }
            MyLogger.Debug("miniX:" + miniX + " miniY:" + miniY);
            MyLogger.Debug("maxX:" + maxX + " maxY:" + maxY);

            transform.localPosition = TilesManager.GetTileItem(miniX, miniY).Position;
            Image.rectTransform.SetPivot(new Vector2(0, 1));
            Image.rectTransform.sizeDelta = new Vector2(64 * (maxX - miniX + 1), 64 * (maxY - miniY + 1));

            //todo:根据房间大小及方向设置房间名称大小及方向
        }
Beispiel #2
0
        //设置周边墙体形状
        private void setAroundWallIamge()
        {
            mUpTile    = TilesManager.GetTileItem(BindTileItems[0].IndexX, BindTileItems[0].IndexY - 1);
            mDownTile  = TilesManager.GetTileItem(BindTileItems[0].IndexX, BindTileItems[0].IndexY + 1);
            mLeftTile  = TilesManager.GetTileItem(BindTileItems[0].IndexX - 1, BindTileItems[0].IndexY);
            mRightTile = TilesManager.GetTileItem(BindTileItems[0].IndexX + 1, BindTileItems[0].IndexY);

            //重新设置周边墙体形状
            if (mUpTile != null && mUpTile.HaveWall)
            {
                mTop = true;
                mUpTile.WallItem.SetWallImage(false);
            }
            if (mDownTile != null && mDownTile.HaveWall)
            {
                mBottom = true;
                mDownTile.WallItem.SetWallImage(false);
            }
            if (mLeftTile != null && mLeftTile.HaveWall)
            {
                mLeft = true;
                mLeftTile.WallItem.SetWallImage(false);
            }
            if (mRightTile != null && mRightTile.HaveWall)
            {
                mRight = true;
                mRightTile.WallItem.SetWallImage(false);
            }
        }
Beispiel #3
0
        private List <TileItem> getPointDownTileItem()
        {
            mPreSelectTileItems.Clear();
            var      tileIndexX = (int)((mPointDownPosition.x + mMapWidth / 2) / mTileSize);
            var      tileIndexY = (int)((mMapHeight / 2 - mPointDownPosition.y) / mTileSize);
            TileItem tileItem   = TilesManager.GetTileItem(tileIndexX, tileIndexY);;

            if (tileItem != null)
            {
                mPreSelectTileItems.Add(tileItem);
            }
            return(mPreSelectTileItems);
        }
Beispiel #4
0
        /// <summary>
        /// 地图初始化
        /// </summary>
        /// <returns></returns>
        public IEnumerator Init()
        {
            //初始化地图
            //yield return new WaitForEndOfFrame();
            var tileRowNum    = mMapHeight / mTileSize;
            var tileColumnNum = mMapWidth / mTileSize;
            var time          = new Stopwatch();

            time.Start();
            for (var i = 0; i < tileColumnNum; i++)
            {
                for (var j = 0; j < tileRowNum; j++)
                {
                    //var tile = Utils.CreateGameObject(mTileItem, mEditorLayer, new Vector3(mTileSize * i, -mTileSize * j, 0)).GetComponent<TileItem>();
                    var go = Instantiate(mTileItem);
                    go.transform.SetParent(LandformLayer);
                    go.transform.localScale = Vector3.one;
                    go.SetLayer(LandformLayer.gameObject.layer, true);
                    go.GetComponent <RectTransform>().anchoredPosition3D = new Vector3(mTileSize * i, -mTileSize * j, 0);
                    var tileItem = go.AddComponent <TileItem>();
                    StartCoroutine(tileItem.SetData(i, j));

                    TilesManager.TileItemDicts.Add(new Vector2(i, j), tileItem);
                }
            }
            Debug.Log("time:" + (time.ElapsedMilliseconds));

            //初始化工人
            TileItem item = TilesManager.GetTileItem(75, 50);

            //mTileItemDicts.TryGetValue(new Vector2(75, 50), out item);

            WorkerManager.CreateWorker(RoleLayer, item);
            item = TilesManager.GetTileItem(76, 51);
            //mTileItemDicts.TryGetValue(new Vector2(76, 51), out item);
            WorkerManager.CreateWorker(RoleLayer, item);

            yield break;
        }
Beispiel #5
0
        //获取鼠标移动过程中经过的格子
        private List <TileItem> getMoveSelectTile(Vector2 position)
        {
            var tileIndexX = (int)((position.x + mMapWidth / 2) / mTileSize);
            var tileIndexY = (int)((mMapHeight / 2 - position.y) / mTileSize);

            if (mPreMoveIndexX == tileIndexX && mPreMoveIndexY == tileIndexY)
            {
                return(null);
            }

            mPreMoveIndexX = tileIndexX;
            mPreMoveIndexY = tileIndexY;
            PreSelectLayer.DestroyChildren();

            var      items    = new List <TileItem>();
            TileItem tileItem = TilesManager.GetTileItem(tileIndexX, tileIndexY);;

            if (tileItem != null)
            {
                items.Add(tileItem);
            }
            return(items);
        }
Beispiel #6
0
        //根据当前区域矩形形状获取所覆盖的格子
        private List <TileItem> getRectTileItems(Vector2 finalPoint)
        {
            //清除之前选中
            PreSelectLayer.DestroyChildren();
            mPreSelectTileItems.Clear();

            TileItem tileItem;

            var tileIndexX      = (int)((mPointDownPosition.x + mMapWidth / 2) / mTileSize);
            var tileIndexY      = (int)((mMapHeight / 2 - mPointDownPosition.y) / mTileSize);
            var tileFinalIndexX = (int)((finalPoint.x + mMapWidth / 2) / mTileSize);
            var tileFinalIndexY = (int)((mMapHeight / 2 - finalPoint.y) / mTileSize);

            //Logger.Debug(tileIndexX + " " + tileIndexY);

            if (tileIndexX == tileFinalIndexX && tileIndexY == tileFinalIndexY)
            {
                tileItem = TilesManager.GetTileItem(tileIndexX, tileIndexY);;
                if (tileItem != null)
                {
                    mPreSelectTileItems.Add(tileItem);
                }
            }
            else
            {
                if (tileIndexX <= tileFinalIndexX)
                {
                    if (tileIndexY <= tileFinalIndexY)
                    {
                        //四象限方向
                        for (var i = tileIndexX; i <= tileFinalIndexX; i++)
                        {
                            for (var j = tileIndexY; j <= tileFinalIndexY; j++)
                            {
                                tileItem = TilesManager.GetTileItem(i, j);;
                                if (tileItem != null)
                                {
                                    if (!mPreSelectTileItems.Contains(tileItem))
                                    {
                                        mPreSelectTileItems.Add(tileItem);
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        //一象限方向
                        for (var i = tileIndexX; i <= tileFinalIndexX; i++)
                        {
                            for (var j = tileIndexY; j >= tileFinalIndexY; j--)
                            {
                                tileItem = TilesManager.GetTileItem(i, j);;
                                if (tileItem != null)
                                {
                                    if (!mPreSelectTileItems.Contains(tileItem))
                                    {
                                        mPreSelectTileItems.Add(tileItem);
                                    }
                                }
                            }
                        }
                    }
                }
                else
                {
                    if (tileIndexY <= tileFinalIndexY)
                    {
                        //三象限方向
                        for (var i = tileIndexX; i >= tileFinalIndexX; i--)
                        {
                            for (var j = tileIndexY; j <= tileFinalIndexY; j++)
                            {
                                tileItem = TilesManager.GetTileItem(i, j);;
                                if (tileItem != null)
                                {
                                    if (!mPreSelectTileItems.Contains(tileItem))
                                    {
                                        mPreSelectTileItems.Add(tileItem);
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        //二象限方向
                        for (var i = tileIndexX; i >= tileFinalIndexX; i--)
                        {
                            for (var j = tileIndexY; j >= tileFinalIndexY; j--)
                            {
                                tileItem = TilesManager.GetTileItem(i, j);;
                                if (tileItem != null)
                                {
                                    if (!mPreSelectTileItems.Contains(tileItem))
                                    {
                                        mPreSelectTileItems.Add(tileItem);
                                    }
                                }
                            }
                        }
                    }
                }
            }

            if (mPreSelectTileItems.Count > 0)
            {
                return(mPreSelectTileItems);
            }
            return(null);
        }
Beispiel #7
0
        /// <summary>
        /// 根据上下左右的墙体情况设置当前墙体的形状
        /// </summary>
        /// <param name="isBySelf"></param>
        public void SetWallImage(bool isBySelf = true)
        {
            //非自我建造调用且在与建造状态不执行
            if (isBySelf == false)
            {
                if (IsPreBuilding)
                {
                    return;
                }

                mTop       = false;
                mBottom    = false;
                mLeft      = false;
                mRight     = false;
                mUpTile    = TilesManager.GetTileItem(BindTileItems[0].IndexX, BindTileItems[0].IndexY - 1);
                mDownTile  = TilesManager.GetTileItem(BindTileItems[0].IndexX, BindTileItems[0].IndexY + 1);
                mLeftTile  = TilesManager.GetTileItem(BindTileItems[0].IndexX - 1, BindTileItems[0].IndexY);
                mRightTile = TilesManager.GetTileItem(BindTileItems[0].IndexX + 1, BindTileItems[0].IndexY);

                if (mUpTile != null && mUpTile.HaveWall)
                {
                    mTop = true;
                }
                if (mDownTile != null && mDownTile.HaveWall)
                {
                    mBottom = true;
                }
                if (mLeftTile != null && mLeftTile.HaveWall)
                {
                    mLeft = true;
                }
                if (mRightTile != null && mRightTile.HaveWall)
                {
                    mRight = true;
                }
            }

            var imageName = "wall-one";

            WallRotation = 0;
            if (mTop && mBottom && mRight && mLeft)
            {
                //四面都有
                imageName = "wall-four";
            }
            else if (mTop && mBottom && mRight && !mLeft)
            {
                //上、下、右三面
                imageName = "wall-three";
            }
            else if (mTop && mBottom && !mRight && mLeft)
            {
                //上、下、左三面
                WallRotation = 180;
                imageName    = "wall-three";
            }
            else if (mTop && !mBottom && mRight && mLeft)
            {
                //上、左、右三面
                WallRotation = 90;
                imageName    = "wall-three";
            }
            else if (!mTop && mBottom && mRight && mLeft)
            {
                //下、左、右三面
                WallRotation = 270;
                imageName    = "wall-three";
            }
            else if (!mTop && mBottom && mRight && !mLeft)
            {
                //下、右两面
                WallRotation = 270;
                imageName    = "wall-two";
            }
            else if (!mTop && mBottom && !mRight && mLeft)
            {
                //下、左两面
                WallRotation = 180;
                imageName    = "wall-two";
            }
            else if (mTop && !mBottom && !mRight && mLeft)
            {
                //上、左两面
                WallRotation = 90;
                imageName    = "wall-two";
            }
            else if (mTop && !mBottom && mRight && !mLeft)
            {
                //上、右两面
                imageName = "wall-two";
            }
            else if (mTop && mBottom && !mRight && !mLeft)
            {
                //上、下两面
                imageName = "wall-one";
            }
            else if (mTop && !mBottom && !mRight && !mLeft)
            {
                //上一面
                imageName = "wall-one";
            }
            else if (!mTop && mBottom && !mRight && !mLeft)
            {
                //下一面
                imageName = "wall-one";
            }
            else if (!mTop && !mBottom && mRight && mLeft)
            {
                //左、右两面
                WallRotation = 90;
                imageName    = "wall-one";
            }
            else if (!mTop && !mBottom && !mRight && mLeft)
            {
                //左一面
                WallRotation = 90;
                imageName    = "wall-one";
            }
            else if (!mTop && !mBottom && mRight && !mLeft)
            {
                //右一面
                WallRotation = 90;
                imageName    = "wall-one";
            }
            else if (!mTop && !mBottom && !mRight && !mLeft)
            {
                //上下左右都没有
                imageName = "wall-one";
            }

            IsCanBuildDoor = false;
            if (imageName == "wall-one")
            {
                IsCanBuildDoor = true;
            }

            Image.sprite = Resources.Load <SpriteRenderer>("Sprites/BuildingMaterials/" + imageName).sprite;
            Image.rectTransform.localEulerAngles = new Vector3(0, 0, WallRotation);
        }