private void InitMapBg() { SetMapRate(); //根据地图Id 设置mapBg的图片 if (adapter != null) { var mapId = adapter.MapId; AbstractMapConfig mapConfig = SingletonManager.Get <MapConfigManager>().SceneParameters; if (mapConfig is AbstractMapConfig) { Loader.RetriveTextureAsync(SingletonManager.Get <MapConfigManager>().SceneParameters.MapLargeBundlename, SingletonManager.Get <MapConfigManager>().SceneParameters.MapLarge, (data) => { mapBgRawIamge.texture = data; }); } /* * switch (mapId) * { * case 1: * { * Loader.RetriveTextureAsync(SingletonManager.Get<MapConfigManager>().SceneParameters.MapLargeBundlename, SingletonManager.Get<MapConfigManager>().SceneParameters.MapLarge, (data) => * { * mapBgRawIamge.texture = data; * }); * } * break; * } */ } }
public void LoadTerrain(IUnityAssetManager assetManager, AbstractMapConfig sceneConfig) { if (!_dictTerrains.ContainsKey(sceneConfig.Id)) { MyTerrain terrain = new MyTerrain(assetManager, sceneConfig); terrain.LoadAll(); AddTerrain(terrain); } SetTerrainData(); }
public MyTerrain(ILoadRequestManager manager, AbstractMapConfig sceneConfig) { _manager = manager; _isLoaded = false; if (sceneConfig != null) { _mapId = sceneConfig.Id; _mapName = sceneConfig.MapName; _terrainOriginPos.Set(sceneConfig.OriginPosition.x, sceneConfig.OriginPosition.y, sceneConfig.OriginPosition.z); _size.Set(sceneConfig.Size.x, sceneConfig.Size.y, sceneConfig.Size.z); if (sceneConfig is SceneConfig) { SceneConfig config = sceneConfig as SceneConfig; _splitWidth = config.TerrainSize; _splitHeight = config.TerrainSize; _splitWidthInv = 1.0f / _splitWidth; _splitHeightInv = 1.0f / _splitHeight; _mapWidth = config.TerrainSize * config.TerrainDimension; _mapHeight = config.TerrainSize * config.TerrainDimension; Vector3 pos = config.TerrainMin; _terrainInitPos.Set(pos.x, pos.y, pos.z); } else { LevelConfig config = sceneConfig as LevelConfig; _splitWidth = config.TerrainSize; _splitHeight = config.TerrainSize; _splitWidthInv = 1.0f / _splitWidth; _splitHeightInv = 1.0f / _splitHeight; _mapWidth = config.TerrainSize * config.TerrainDimension; _mapHeight = config.TerrainSize * config.TerrainDimension; Vector3 pos = config.TerrainMin; _terrainInitPos.Set(pos.x, pos.y, pos.z); } _splitCols = (int)Math.Ceiling(_mapWidth / (float)_splitWidth); _splitRows = (int)Math.Ceiling(_mapHeight / (float)_splitHeight); } _terrains = new TerrainItem[_splitRows * _splitCols]; }
public void SetMapInfo(AbstractMapConfig info) { SceneParameters = info; _zone = new ZoneController(); _zone.AddZone(SceneParameters.SpecialZones); }