public static void SetObjPos(GameObject obj, Vector3 pos) { InGameBaseObj ingameobj = obj.GetComponent <InGameBaseObj>(); if (ingameobj == null) { return; } if (ingameobj.GetObjType() != InGameBaseObj.enObjType.map) { return; } Vector2 mappos = GameCommon.GetMapPos(pos); obj.transform.position = GameCommon.GetWorldPos(mappos); MapObjConf conf = ConfigManager.GetEditorMapObjConfManager().map[ingameobj.confid]; if (conf == null) { return; } GameCommon.SetObjZIndex(obj, conf.depth); return; //MapEditor me = GameObject.Find("levelOption").transform.GetComponent<MapEditor>(); //if (me == null) //{ // EditorUtility.DisplayDialog("ERROR", "Cant't find the 'levelOption' !!", "ENTRY"); // return; //} }
public InGameBaseEquip OutEquip(GameObject go, int level, float fm) { EquipConf equipConf = ConfigManager.equipConfManager.GetRandomEquip(); GameObject equipobj = (GameObject)Resources.Load(equipConf.prefabpath + equipConf.prefabname); equipobj = MonoBehaviour.Instantiate(equipobj); equipobj.transform.position = GameCommon.GetWorldPos(GameCommon.GetMapPos(go.transform.position)); GameCommon.SetObjZIndex(equipobj, 3.1f); InGameBaseEquip equip = equipobj.GetComponent <InGameBaseEquip>(); equip.Init(-1, equipConf.id, enMSCamp.en_camp_item); equip.level = level; equip.quality = ConfigManager.equipQualityManager.GetEquipQuality(fm); EquipOutAction equipOutAction = equipobj.AddComponent <EquipOutAction>(); equipOutAction.Init(equipobj.transform.position); return(equip); }
public override bool ObjUpdate() { if (source == null) { SetDie(true); return(false); } //Debug.Log("move vec : " + moveVector); transform.position = transform.position + moveVector * Time.deltaTime * 10; GameCommon.SetObjZIndex(gameObject, 3); if (Vector2.Distance(startPos, transform.position) > 20) { SetDie(true); return(false); } Vector3 collisionpos = transform.position - additionPos; //游戏物体碰撞 List <InGameBaseObj> list = InGameManager.GetInstance().inGameObjManager.GetObjListByDistance(collisionpos, 0.5f); for (int i = 0; i < list.Count; i++) { if (HitGameObj(list[i])) { return(false); } } //地图碰撞 Vector2 mapos = GameCommon.GetMapPos(collisionpos); if (InGameManager.GetInstance().inGameLevelManager.gameMap.GetPointType((int)mapos.x, (int)mapos.y) == MazeCreate.PointType.wall) { SetDie(true); return(false); } return(base.ObjUpdate()); }
static void OnSceneGUI(SceneView sceneView) { if (Event.current.type == EventType.MouseDown) { mouseStartDownpos = Event.current.mousePosition; return; } if (Event.current.type == EventType.MouseUp) { if (Vector3.Distance(mouseStartDownpos, Event.current.mousePosition) > 0.3f) { return; } //Event.current.Use(); if (Selection.gameObjects.Length <= 0) { return; } GameObject obj = Selection.gameObjects[0]; //Debug.Log(obj.name); InGameBaseMapObj mapObj = obj.GetComponent <InGameBaseMapObj>(); if (mapObj == null) { return; } MapObjConf conf = ConfigManager.GetEditorMapObjConfManager().map[mapObj.confid]; GameObject tempObj = Resources.Load(conf.path) as GameObject; tempObj = (GameObject)Instantiate(tempObj); tempObj.transform.position = GetWorldPosition(sceneView); tempObj.transform.parent = obj.transform.parent; GameCommon.SetObjZIndex(tempObj, conf.depth); //聚焦到当前物体 Selection.activeGameObject = tempObj; copyObj = tempObj; //Event.current.Use(); } }
public void ReloadScene(DataStream datastream) { Debug.Log("ReloadScene"); LevelOption me = null; List <GameObject> delarr = new List <GameObject>(); foreach (GameObject sceneObject in Object.FindObjectsOfType(typeof(GameObject))) { if (sceneObject.name == "MapEditor") { me = sceneObject.GetComponent <LevelOption>(); me.deserialize(datastream); GameCommon.GAME_DATA_VERSION = me.version; continue; } else if (sceneObject.name != "Main Camera" && sceneObject.name != "Directional Light") { delarr.Add(sceneObject); } } //创建关卡配置物体 if (me == null) { GameObject tGO = new GameObject("MapEditor"); me = tGO.AddComponent <LevelOption>(); me.deserialize(datastream); MapEditor me1 = tGO.AddComponent <MapEditor>(); me1.lo = me; } Debug.Log(me.levelName + " / " + me.version); foreach (GameObject obj in delarr) { DestroyImmediate(obj); } int objcount = datastream.ReadSInt32(); Debug.Log("objcount : " + objcount); Dictionary <int, InGameBaseObj> dic = new Dictionary <int, InGameBaseObj>(); MapObjConfManager mapObjConfManager = ConfigManager.GetEditorMapObjConfManager(); for (int i = 0; i < objcount; i++) { //MSBaseObject.CreateObj(datastream); //从字节流中获取id int confid = 0; float x = 0, y = 0, sx = 1, sy = 1; MapObjConf conf = null; GameObject go = null, tempObj; InGameBaseObj baseObj = null; int dataid = datastream.ReadByte(); while (dataid != 0) { switch (dataid) { case 1: confid = datastream.ReadSInt32(); conf = mapObjConfManager.map[confid]; tempObj = Resources.Load(conf.path) as GameObject; if (tempObj == null) { Debug.Log(confid + " is null!"); } go = (GameObject)Instantiate(tempObj); baseObj = go.GetComponent <InGameBaseObj>(); break; case 2: x = datastream.ReadSInt32() / 1000f; break; case 3: y = datastream.ReadSInt32() / 1000f; break; case 4: int parentid = datastream.ReadSInt32(); if (dic.ContainsKey(parentid)) { go.transform.parent = dic[parentid].transform; } else { go.transform.parent = me.transform; } break; case 5: int instanceid = datastream.ReadSInt32(); dic.Add(instanceid, baseObj); break; case 7: go.name = datastream.ReadString16(); break; case 8: sx = datastream.ReadSInt32() / 1000f; break; case 9: sy = datastream.ReadSInt32() / 1000f; break; case 6: baseObj.Deserialize(datastream); break; } dataid = datastream.ReadByte(); } go.transform.position = new Vector3(x, y); go.transform.localScale = new Vector3(sx, sy, 1); GameCommon.SetObjZIndex(go, conf.depth); } }
protected void InsertGroup(Vector2 pos, int groupid) { Debug.Log(groupid); int x = (int)pos.x, y = (int)pos.y; MapGroupConf conf = ConfigManager.mapGroupConfManager.dataMap[groupid]; if (conf == null) { return; } TextAsset text = Resources.Load(conf.path) as TextAsset; byte[] data = GameCommon.UnGZip(text.bytes); DataStream datastream = new DataStream(data, true); //配置LevelOption GameObject logo = new GameObject(conf.path); //logo.transform.parent = this.mapObj.transform; logo.transform.position = GameCommon.GetWorldPos(pos); LevelOption me = logo.AddComponent <LevelOption>(); me.deserialize(datastream); //生成物体 int objcount = datastream.ReadSInt32(); for (int i = 0; i < objcount; i++) { //MSBaseObject.CreateObj(datastream); //从字节流中获取id //int confid = datastream.ReadSInt32(); //float objx = datastream.ReadSInt32() / 1000f; //float objy = datastream.ReadSInt32() / 1000f; int confid = 0; float objx = 0, objy = 0, objsx = 0, objsy = 0; MapObjConf objconf = null; GameObject column = null; int dataid = datastream.ReadByte(); string goname = ""; while (dataid != 0) { switch (dataid) { case 1: confid = datastream.ReadSInt32(); objconf = ConfigManager.mapObjConfManager.map[confid]; break; case 2: objx = datastream.ReadSInt32() / 1000f; break; case 3: objy = datastream.ReadSInt32() / 1000f; break; case 4: int parentid = datastream.ReadSInt32(); break; case 5: int instanceid = datastream.ReadSInt32(); break; case 7: goname = datastream.ReadString16(); break; case 8: objsx = datastream.ReadSInt32() / 1000f; break; case 9: objsy = datastream.ReadSInt32() / 1000f; break; case 6: if (objconf.isstatic == 1) { column = (GameObject)Resources.Load(objconf.path); column = MonoBehaviour.Instantiate(column); column.transform.parent = mapObj.transform; column.transform.position = GameCommon.GetWorldPos(pos) + new Vector2(objx, objy); InGameBaseObj point = column.GetComponent <InGameBaseObj>(); point.Deserialize(datastream); GameCommon.SetObjZIndex(column, objconf.depth); } break; } dataid = datastream.ReadByte(); } if (confid == 4000002) { startPointList.Add(pos + GameCommon.GetMapPos(new Vector2(objx, objy))); continue; } if (objconf.isstatic == 1) { SetWayProperty(pos + GameCommon.GetMapPos(new Vector2(objx, objy)), objconf); column.transform.localScale = new Vector3(objsx, objsy, 1); continue; } SetGroupPoint(pos + GameCommon.GetMapPos(new Vector2(objx, objy)), objconf, new Vector3(objsx, objsy, 1)); } }
//动态生成地面 public override void Update() { smallMap.Update(); Vector2 startPos = InGameManager.GetInstance().inGameCameraManager.GetCameraPos(); Vector2 startMapPos = GameCommon.GetMapPos(startPos); int startX = (int)startMapPos.x - UPDATE_MAP_SIZE / 2; int startY = (int)startMapPos.y - UPDATE_MAP_SIZE / 2; for (int i = 0; i < lastScreenObj.Count; i++) { Vector2 pos = lastScreenObj[i].pos; if (pos.x >= startX && pos.x < startX + UPDATE_MAP_SIZE && pos.y >= startY && pos.y < startY + UPDATE_MAP_SIZE) { continue; } List <MapPointObj> _list = lastScreenObj[i].objList; for (int j = 0; j < _list.Count; j++) { if (_list[j].obj == null) { continue; } AddPoolObj(_list[j].conf.id, _list[j].obj); _list[j].obj = null; } } lastScreenObj.Clear(); for (int x = 0; x < UPDATE_MAP_SIZE; x++) { for (int y = 0; y < UPDATE_MAP_SIZE; y++) { int sx = startX + x; int sy = startY + y; int _x = UPDATE_MAP_SIZE / 2 - x; int _y = UPDATE_MAP_SIZE / 2 - y; if (sx < 0 || sx >= map.GetLength(0)) { break; } if (sy < 0 || sy >= map.GetLength(1)) { continue; } bool isopen = false; //小地图中的点是否打开,如果已经打开 则不用计算距离 if (!smallMap.IsOpenPoint(sx, sy)) { if (Mathf.Sqrt(_x * _x + _y * _y) <= UPDATE_MAP_SIZE / 2) { isopen = true; } } InGameMapPointData data = map[sx, sy]; if (data == null) { if (isopen) { smallMap.OpenUnit(sx, sy, MazeCreate.PointType.nullpoint); } continue; } if (isopen) { smallMap.OpenUnit(sx, sy, data.type); } for (int i = 0; i < data.objList.Count; i++) { if (data.objList[i].obj == null) { MapPointObj mapPointObj = data.objList[i]; InGameBaseMapObj obj = GetPoolObj(mapPointObj.conf); obj.transform.position = GameCommon.GetWorldPos(mapPointObj.pos) + new Vector2(0, Random.Range(0, 0.1f)); obj.transform.localScale = mapPointObj.scale; GameCommon.SetObjZIndex(obj.gameObject, mapPointObj.conf.depth); mapPointObj.obj = obj; obj.Show(); mapObjActionList.Add(obj); } } lastScreenObj.Add(data); } } //处理mapobj 动画 for (int i = mapObjActionList.Count - 1; i >= 0; i--) { InGameBaseMapObj obj = mapObjActionList[i]; obj.ActionUpdate(); if (!obj.isAction) { mapObjActionList.RemoveAt(i); } } }
public void SetZPos() { GameCommon.SetObjZIndex(gameObject, 3); }