/// <summary> /// 获取未连接的兵 /// </summary> public static List <CanvasCore> GetUnLinkSoldiers() { List <CanvasCore> lNoLinkCore = new List <CanvasCore>(); List <Int2> lGold = new List <Int2>(); int nRoomCount = m_Room.Count; int nRoomCnt = 0; for (nRoomCnt = 0; nRoomCnt < nRoomCount; nRoomCnt++) { RoomGrid rRoomGrid = m_Room[nRoomCnt]; if (rRoomGrid != null && !CheckDeckRoom(rRoomGrid)) { CanvasCore cavasCore = rRoomGrid.GetBuildRoom(); if (cavasCore != null && cavasCore.m_ID == RoomGrid.EMPTYGRIDID) { List <CanvasCore> listOther = rRoomGrid.GetOtherBuild(); int nCanvasCoreCount = listOther.Count; int nCanvasCoreCnt = 0; for (nCanvasCoreCnt = 0; nCanvasCoreCnt < nCanvasCoreCount; nCanvasCoreCnt++) { CanvasCore coreOther = listOther[nCanvasCoreCnt]; if (coreOther != null && coreOther.m_type == ShipBuildType.Soldier) { lNoLinkCore.Add(coreOther); } } } } } return(lNoLinkCore); }
//继承地图数据, public void InheritanceRoomGrid(RoomGrid R) { this.upMap = R.upMap; this.downMap = R.downMap; this.buildingid = R.buildingid; this.m_CanPosition = GetCanPosition(); this.m_Position = (this.m_Position | R.m_Position); this.m_Child.AddRange(R.GetOtherBuild()); }
/// <summary> /// 拷贝摆设数据 /// </summary> public void CopyPutData(RoomGrid R) { this.upMap = R.upMap; this.downMap = R.downMap; this.buildingid = R.buildingid; this.m_CanPosition = GetCanPosition(); this.m_Position = R.m_Position; this.m_Child.Clear(); this.m_Child.AddRange(R.GetOtherBuild()); }
static bool IsIncludeSoldier(RoomGrid roomGrid) { List <CanvasCore> childCores = roomGrid.GetOtherBuild(); if (childCores.Count == 0) { return(false); } for (int i = 0; i < childCores.Count; i++) { if (childCores[i].m_type == ShipBuildType.Soldier) { return(true); } } return(false); }
public static TouchMove GetTouchMoveByRoomGrid(RoomGrid rGrid, ShipBuildType type) { if (null == rGrid) { return(null); } List <CanvasCore> childCores = rGrid.GetOtherBuild(); for (int i = 0; i < childCores.Count; i++) { CanvasCore curCore = childCores[i]; if (curCore.m_type == type) { return(PutCanvasM.GetTouchMoveByCore(curCore)); } } return(null); }
/// <summary> /// 根据小格子获取房间的CanvasCore /// </summary> /// <param name="posMapGrid"></param> /// <returns></returns> public static CanvasCore FindCanvasCore(Int2 posMapGrid, ShipBuildType typeBuld) { RoomGrid roomGrid = FindRoomGrid(posMapGrid, XYSYS.MapGrid); if (roomGrid != null) { if (typeBuld == ShipBuildType.BuildRoom) { return(roomGrid.GetBuildRoom()); } List <CanvasCore> roomChildList = roomGrid.GetOtherBuild(); for (int i = 0; i < roomChildList.Count; i++) { if (roomChildList[i].m_type == typeBuld) { return(roomChildList[i]); } } } return(null); }
void OnMouseDown() { if (PutCanvasM.CanOperate == false) { return; } RaycastHit hit; if (WndManager.IsHitNGUI(out hit))//当点击到UI时不做处理 { return; } if (Input.touchCount >= 2) { return; } m_bMouseDown = true; m_bLongTouch = false; m_bTouchMoveChange = true; m_fMouseDownTime = Time.time; m_vtotalmouseDelta = Vector2.zero; m_vlastFirstTouch = GetTouchPos(0); m_isDrag = false; if (SystemInfo.deviceType == DeviceType.Desktop) { m_v3MouseTouchDown = Input.mousePosition; } else { m_v3MouseTouchDown = Input.GetTouch(0).position; } //获取按下时画布格子 Vector3 m_v3TouchScreenPos = new Vector3(m_v3MouseTouchDown.x, m_v3MouseTouchDown.y, -Camera.main.transform.position.z); Vector3 m_v3TouchWorldPos = Camera.main.ScreenToWorldPoint(m_v3TouchScreenPos); Vector3 v3dLocalPos = BattleEnvironmentM.World2LocalPos(m_v3TouchWorldPos); m_roomGridTouchDown = RoomMap.FindRoomGrid(v3dLocalPos); if (m_roomGridTouchDown == null) { return; } m_curClickType = RoomMap.PickupShipBuildType(m_roomGridTouchDown, v3dLocalPos, m_roomGridTouchDown.mPosRoomGrid.Layer); CanvasCore buildRoomCoreTouchDown = m_roomGridTouchDown.GetBuildRoom(); if (TouchMove.g_bSetParaing == true) { return; } TouchMove curTouchMove = TouchMoveManager.GetCurTouchMove(); if (null != curTouchMove) { //如果当前选中的是房间,新选中的不管是什么都不做变更 //如果当前选中的不是房间,但是新选中的对象和当前选中的一样则也不变量。 if (curTouchMove.IsContainsRoomGrid(m_roomGridTouchDown)) { TouchMove selNewTouchMov = PutCanvasM.GetTouchMoveByRoomGrid(m_roomGridTouchDown, m_curClickType); if (curTouchMove.MyCore().m_type == ShipBuildType.BuildRoom || selNewTouchMov != null && selNewTouchMov == curTouchMove) { curTouchMove.PlayEditSelectAnimationEnd(); //恢复上个房间内陷阱/角色 动画 curTouchMove.OnMouseDown(); m_bTouchMoveChange = false; } } PutCanvasM.ClearNoLinkList(); } else { //判断选中物件是否在上次保存失败的物件上,如果是则直接选择 bool bInNoLinkList = false; if (buildRoomCoreTouchDown != null) { TouchMove selNewTouchMov = PutCanvasM.GetTouchMoveByCore(buildRoomCoreTouchDown); if (null == selNewTouchMov) { List <CanvasCore> childCores = m_roomGridTouchDown.GetOtherBuild(); for (int i = 0; i < childCores.Count; i++) { selNewTouchMov = PutCanvasM.GetTouchMoveByCore(childCores[i]); break; } } if (null != selNewTouchMov && PutCanvasM.NoLinkListContain(selNewTouchMov.MyCore())) { PutCanvasM.ClearNoLinkList(); TouchMoveManager.SetCurTouchMove(selNewTouchMov); selNewTouchMov.PlayEditSelectAnimationEnd(); //恢复上个房间内陷阱/角色 动画 selNewTouchMov.OnMouseDown(); m_bTouchMoveChange = false; bInNoLinkList = true; } } if (bInNoLinkList == false) { PutCanvasM.ClearNoLinkList(); } } }
/// <summary> /// 确认房间是否可置换 /// </summary> public static bool CheckExchange(CanvasCore coreSrc, CanvasCore coreExchange) { if (coreSrc == null || coreExchange == null) { return(false); } if (coreSrc.m_ID == coreExchange.m_ID) { return(false); } if (coreSrc.m_type == ShipBuildType.BuildStair) { return(false); } if (coreSrc.m_type != coreExchange.m_type) { return(false); } if (coreSrc.Data == null || coreExchange.Data == null) { return(false); } if (coreSrc.m_type == ShipBuildType.Soldier) { return(true); } if (coreSrc.Data.m_DeckRoom != coreExchange.Data.m_DeckRoom) { return(false); } TouchMove tmSrc = PutCanvasM.GetTouchMoveByCore(coreSrc); TouchMove tmExchange = PutCanvasM.GetTouchMoveByCore(coreExchange); if (tmSrc == null || tmExchange == null) { return(false); } if (tmSrc.m_orgPosMapGrid.Layer + tmExchange.MyCore().GetSize().Layer - 1 >= RoomMap.DeckRoomTopLayer) { return(false); } List <RoomGrid> listRoomGridSrc = RoomMap.GetPutRoomGrid(coreSrc); List <RoomGrid> listMovetoRoomGridSrc = RoomMap.GetMovetoRoomGrid(coreSrc, tmSrc.m_posMapGrid); if (listRoomGridSrc.Count != listMovetoRoomGridSrc.Count) { return(false); } List <RoomGrid> listRoomGridExchange = RoomMap.GetPutRoomGrid(coreExchange); List <RoomGrid> listMoveRoomGridExchange = RoomMap.GetMovetoRoomGrid(coreExchange, tmSrc.m_orgPosMapGrid); if (listRoomGridExchange.Count != listMoveRoomGridExchange.Count) { return(false); } int nMoveToCount = listMovetoRoomGridSrc.Count; int nMoveCnt = 0; for (nMoveCnt = 0; nMoveCnt < nMoveToCount; nMoveCnt++) { RoomGrid roomGrid = listMovetoRoomGridSrc[nMoveCnt]; if (listMoveRoomGridExchange.Contains(roomGrid)) { return(false); } CanvasCore buildCore = roomGrid.GetBuildRoom(); if (buildCore.m_ID != RoomGrid.EMPTYGRIDID && buildCore.m_ID != coreSrc.m_ID && buildCore.m_ID != coreExchange.m_ID) { return(false); } if (buildCore.m_ID == RoomGrid.EMPTYGRIDID) { List <CanvasCore> childrenCore = roomGrid.GetOtherBuild(); foreach (CanvasCore childCore in childrenCore) { if (childCore.m_type == ShipBuildType.Soldier) { return(false); } } } } nMoveToCount = listMoveRoomGridExchange.Count; for (nMoveCnt = 0; nMoveCnt < nMoveToCount; nMoveCnt++) { RoomGrid roomGrid = listMoveRoomGridExchange[nMoveCnt]; if (listMovetoRoomGridSrc.Contains(roomGrid)) { return(false); } CanvasCore buildCore = roomGrid.GetBuildRoom(); if (buildCore.m_ID != RoomGrid.EMPTYGRIDID && buildCore.m_ID != coreExchange.m_ID && buildCore.m_ID != coreSrc.m_ID) { return(false); } } return(true);//ShipPutInfo.CheckExchangeRoom(core1.Data ,core2.Data); }
/// <summary> /// 检测是否可临时放置(只要空白空间够就可以) /// </summary> public static bool CheckCanTempPut(CanvasCore Core, Int2 posMapGrid) { if (Core == null) { return(false); } ShipPlan P = ShipPlanDC.GetCurShipPlan(); if (P == null) { return(false); } ShipPutInfo Info = P.GetShipBuildInfo(Core); if (Info == null) { return(false); } //是否在设计图方案区域内. RoomGrid grid = RoomMap.FindRoomGrid(posMapGrid, XYSYS.MapGrid); if (grid != null) { bool result = BattleEnvironmentM.BuildInShape(grid.mPosRoomGrid); if (!result) { return(false); } } if (Core.m_type == ShipBuildType.BuildRoom) { List <RoomGrid> listRoomGrid = RoomMap.GetPutRoomGrid(Core); List <RoomGrid> listMovetoRoomGrid = RoomMap.GetMovetoRoomGrid(Core, posMapGrid); if (listRoomGrid.Count != listMovetoRoomGrid.Count) { return(false); } int nMoveToCount = listMovetoRoomGrid.Count; int nMoveCnt = 0; for (nMoveCnt = 0; nMoveCnt < nMoveToCount; nMoveCnt++) { RoomGrid roomGrid = listMovetoRoomGrid[nMoveCnt]; CanvasCore buildCore = roomGrid.GetBuildRoom(); //所放的地方有其它的连接房或甲板房则不能临时放 if (buildCore.m_ID != RoomGrid.EMPTYGRIDID && buildCore.m_ID != Core.m_ID && buildCore.m_type == ShipBuildType.BuildRoom) { return(false); } //普通房间(非甲板房)不能放在有炮弹兵甲板上 if (buildCore.m_ID == RoomGrid.EMPTYGRIDID) { List <CanvasCore> childrenCore = roomGrid.GetOtherBuild(); foreach (CanvasCore childCore in childrenCore) { if (childCore.m_type == ShipBuildType.Soldier) { return(false); } } } } return(true); } else if (Core.m_type == ShipBuildType.BuildStair) { //楼梯需保证在活动范围内移动。 Int2 Area = RoomMap.GetStairActiveArea(Info.cyMapGrid, Info.cxMapGrid); if (posMapGrid.Unit < Area.Layer || posMapGrid.Unit > Area.Unit) { return(false); } if (posMapGrid.Layer != Info.cyMapGrid) { return(false); } RoomMap.RemoveMapPosition(Core, RoomMap.GetPutRoomGridPosition(Core)); RoomMap.AddMapPosition(Core, RoomMap.GetPutRoomGridPosition(Core)); return(true); } else if (Core.m_type == ShipBuildType.Soldier) { //原占有先移除 if (!Core.IsNewCreate) { RoomMap.RemoveMapPosition(Core, RoomMap.GetPutRoomGridPosition(Core)); } //new bool ret = RoomMap.CheckMapPosition(RoomMap.GetMovetoRoomGridPosition(Core, posMapGrid)); //原占有复原 if (!Core.IsNewCreate) { RoomMap.AddMapPosition(Core, RoomMap.GetPutRoomGridPosition(Core)); } if (!ret) { List <RoomGrid> lRoomGrid = RoomMap.GetMovetoRoomGrid(Core, posMapGrid); if (null != lRoomGrid && null != lRoomGrid[0]) { //所在位置是连接房则上面已经判定不能放就是不能临时放 if (lRoomGrid[0].GetBuildRoom().m_ID == RoomGrid.EMPTYGRIDID) { ret = true; } } } return(ret); } return(false); }