Esempio n. 1
0
        public IEnumerator OnUpdate(GamingMapArea mapArea)
        {
            MapLeap[] mapLeaps = FindObjectsOfType <MapLeap>();
            if (mapLeaps != null && mapLeaps.Length > 0)
            {
                for (int iMap = 0; iMap < mapLeaps.Length; iMap++)
                {
                    if (mapLeaps[iMap].m_AreaId == mapArea.m_AreaId)
                    {
                        transform.position = mapLeaps[iMap].GetPosition();
                        break;
                    }
                }
            }
            yield return(null);

            m_Collider = GetComponent <SphereCollider>();
            if (m_Collider == null)
            {
                m_Collider = gameObject.AddComponent <SphereCollider>();
            }

            m_Collider.radius = 0.5f + m_Offest + mapArea.GetMaxWarShipHeight() / 2;
            m_GamingMapArea   = mapArea;
            m_LeapId          = mapArea.m_AreaId;
            GamingMap gamingMap = m_GamingMapArea.m_GamingMap;

            m_LeapOverView = gamingMap.m_LeapOverview;
            yield return(null);

            RefreshColliderState();
            yield return(null);

            transform.localScale = Vector3.one * m_Range;

            //可见跃迁点每帧去算 是因为以防所有GamingMapArea加载进来后,策划手动去改了其他区域的跃迁点信息
            List <ulong> cacheList = gamingMap.m_LeapIdCache;

            cacheList.Clear();
            CalcuateVisibleList(ref cacheList);
            m_VisibleLeapList = cacheList.ToArray();
            yield return(null);
        }
Esempio n. 2
0
        public IEnumerator OnUpdate(LeapOverview leapOverview, GamingMapArea area, GamingMapArea showArea)
        {
            m_LeapOverview = leapOverview;
            m_MeshRender   = GetComponent <MeshRenderer>();
            gameObject.SetActive(m_IsExportToJson);
            if (m_MeshRender != null)
            {
                if (showArea == null)
                {
                    m_MeshRender.enabled = false;
                }
                else
                {
                    LeapRoot root = showArea.m_LeapRoot;
                    bool     show = false;
                    if (root != null && root.m_VisibleLeapList.Length > 0)
                    {
                        for (int iVisible = 0; iVisible < root.m_VisibleLeapList.Length; iVisible++)
                        {
                            if (m_LeapId == root.m_VisibleLeapList[iVisible])
                            {
                                show = true;
                                break;
                            }
                        }
                    }
                    m_MeshRender.enabled = show;
                }
            }
            yield return(null);

            if (area != null && area.m_LeapRoot != null)
            {
                LeapRoot leapRoot = area.m_LeapRoot;
                m_LeapName           = leapRoot.m_LeapName;
                m_LeapType           = leapRoot.m_LeapType;
                m_MainLeapId         = leapRoot.m_MainLeapId;
                transform.position   = leapRoot.transform.position;
                gameObject.name      = string.Format("{0}_{1}", m_LeapId, m_LeapName);
                transform.localScale = Vector3.one * leapRoot.m_Range;
            }
        }
Esempio n. 3
0
        private IEnumerator UpdateGamingAreaList()
        {
            yield return(null);

            //不放在OnEnable里初始化是因为 OnEnable时 当前Scene还未加载完毕
            Scene scene = GetOwnerScene();

            if (scene != null)
            {
                string[] paths = scene.path.Split('/');
                if (paths != null && paths.Length > 0)
                {
                    string ownerSceneFloder = scene.path.Substring(0, scene.path.Length - paths[paths.Length - 1].Length);
                    m_OwnerAreaPath = string.Format("{0}{1}", ownerSceneFloder, m_OwnerScene.name);
                    FileUtility.ExistsDirectoryOrCreate(m_OwnerAreaPath);
                    AssetDatabase.Refresh();
                }
                Selection.activeObject = gameObject;
            }
            yield return(null);

            //初始化LeapPreview
            m_LeapOverview = GetComponentInChildren <LeapOverview>();
            if (m_LeapOverview == null)
            {
                GameObject leapObj = new GameObject("LeapOverview");
                leapObj.transform.SetParent(transform);
                leapObj.transform.localPosition = Vector3.zero;
                leapObj.transform.localRotation = Quaternion.identity;
                m_LeapOverview = leapObj.AddComponent <LeapOverview>();
            }
            yield return(null);

            //加载对应的MapScene
            Scene mapScene = GetMapScene();

            if (!mapScene.isLoaded)
            {
                OpenMapScene();
            }
            yield return(null);

            IEnumerator initEnumerator = EditorConfigData.Instance.InitExcelData();

            if (initEnumerator != null)
            {
                while (initEnumerator.MoveNext())
                {
                    yield return(null);
                }
            }
            while (true)
            {
                InitGamingArea();
                yield return(null);

                IEnumerator updateAreaEnum = UpdataGamingAreas();
                if (updateAreaEnum != null)
                {
                    while (updateAreaEnum.MoveNext())
                    {
                        yield return(null);
                    }
                }

                if (m_LeapOverview != null)
                {
                    IEnumerator leapUpdateEnum = m_LeapOverview.OnUpdate(this);
                    if (leapUpdateEnum != null)
                    {
                        while (leapUpdateEnum.MoveNext())
                        {
                            yield return(null);
                        }
                    }
                }

                yield return(null);
            }
        }
        protected override IEnumerator DoExport()
        {
            if (m_GamingMapPaths != null && m_GamingMapPaths.Count > 0)
            {
                for (int iMap = 0; iMap < m_GamingMapPaths.Count; iMap++)
                {
                    string mapPath   = m_GamingMapPaths[iMap];
                    Scene  iterScene = EditorSceneManager.OpenScene(mapPath, OpenSceneMode.Single);

                    GameObject[] rootGameObjects = iterScene.GetRootGameObjects();
                    for (int iRootGameObject = 0; iRootGameObject < rootGameObjects.Length; iRootGameObject++)
                    {
                        GameObject iterGameObject = rootGameObjects[iRootGameObject];
                        GamingMap  iterMap        = iterGameObject.GetComponent <GamingMap>();
                        if (iterMap)
                        {
                            Scene scene = iterMap.GetMapScene();
                            if (!scene.isLoaded)
                            {
                                iterMap.OpenMapScene();
                                scene = iterMap.GetMapScene();
                            }
                            while (!scene.isLoaded)
                            {
                                yield return(null);
                            }
                            Map          map      = null;
                            GameObject[] rootObjs = scene.GetRootGameObjects();
                            if (rootObjs != null && rootObjs.Length > 0)
                            {
                                for (int iRoot = 0; iRoot < rootObjs.Length; iRoot++)
                                {
                                    GameObject obj = rootObjs[iRoot];
                                    map = obj.GetComponent <Map>();
                                    if (map != null)
                                    {
                                        break;
                                    }
                                }
                            }
                            while (map == null)
                            {
                                yield return(null);
                            }
                            LeapOverview leapOverView = iterMap.GetComponentInChildren <LeapOverview>();
                            List <ulong> areaIds      = null;
                            if (leapOverView != null)
                            {
                                areaIds = new List <ulong>();
                                List <Leap> allLeaps = leapOverView.m_LeapList;
                                if (allLeaps != null && allLeaps.Count > 0)
                                {
                                    for (int iLeap = 0; iLeap < allLeaps.Count; iLeap++)
                                    {
                                        if (allLeaps[iLeap].m_IsExportToJson)
                                        {
                                            areaIds.Add(allLeaps[iLeap].m_LeapId);
                                        }
                                    }
                                }
                            }
                            ExporterHandle handle = new ExportGamingMapData().BeginExport(map, iterMap, areaIds);
                            //ExporterHandle handle = iterMap.BeginExportGamingMap(iterMap, map);
                            while (!handle.IsDone)
                            {
                                yield return(null);
                            }
                        }
                    }
                }
            }
        }