コード例 #1
0
    private void OnDrawGizmos()
    {
        pos_w       = this.gameObject.transform.position;
        topLeft     = Vector3.zero + pos_w;
        topRight    = new Vector3(WidthInScaled(), 0) + pos_w;
        bottomRight = new Vector3(WidthInScaled(), -HeightInScaled()) + pos_w;
        bottomLeft  = new Vector3(0, -HeightInScaled()) + pos_w;

        // To make gizmo visible, even when using depth-shader shaders, we decrease the z depth by the number of layers
        float depth_z = -1.0f * 3;//this.NumLayers

        pos_w.z       += depth_z;
        topLeft.z     += depth_z;
        topRight.z    += depth_z;
        bottomRight.z += depth_z;
        bottomLeft.z  += depth_z;

        Vector2 mapPos   = CoordinationConvert.SceneWorldToMapPoint(this.transform.position);
        Vector2 worldPos = CoordinationConvert.SceneMapToWorld3D(mapPos);

        GUI.color = Color.red;
        float x = (topLeft + (topRight - topLeft) * 0.25f).x;
        float y = (topLeft + (bottomLeft - topLeft) * 0.25f).y;

        Handles.Label(new Vector3(x, y),
                      string.Format("({0},{1})/({2},{3})", mapPos.x, mapPos.y, worldPos.x, worldPos.y));
    }
コード例 #2
0
ファイル: SceneTiled.cs プロジェクト: Liangzg/Tiled2D
    /// <summary>
    /// 初始化SceneTiled模块地图
    /// </summary>
    /// <param name="gObj">主GameObject</param>
    /// <param name="worldMapIndex">世界地图中的索引</param>
    public void Initlizate(GameObject gObj)
    {
        mainObj       = gObj;
        mainObj.name += "_" + WorldMapIndex;

#if UNITY_EDITOR
        if (MapDebug.DebugSceneTiled)
        {
            gObj.AddComponent <SceneTiledGizmo>();
        }
#endif
        gObj.transform.localScale = Vector3.one;
        gObj.transform.position   = WorldPosition;

        mapPoint = CoordinationConvert.SceneWorldToMapPoint(WorldPosition);

        //构造场景内的地块信息
        landTileds.Clear();
        int halfWidth  = LandTiled.halfTiledWidth;
        int halfHeight = LandTiled.halfTiledHeight;

        //        Vector3 orginPos = WorldPosition + new Vector3(halfSceneWidth - halfWidth,0);
        Vector3 orginPos = WorldPosition + new Vector3(halfSceneWidth, 0);

        for (int i = 0; i < SceneRow; i++)
        {
            int tiledRowIndex = i * SceneRow;
            for (int j = 0; j < SceneColumn; j++)
            {
                int tiledIndex = tiledRowIndex + j;
                //计算世界坐标中的位置
                float tiledX = halfWidth * j - halfWidth * i;
                float tiledY = -halfHeight * j - halfHeight * i;

                Vector3 position = new Vector3(tiledX, tiledY);
                position += orginPos;
                //构造记录映射
                TiledData td = new TiledData();
                //td.TiledId = ;
                td.SceneIndex = (byte)WorldMapIndex;
                td.Index      = tiledIndex;

                //实例土地
                LandTiled landTiled = new LandTiled(td);
                landTiled.WorldPosition = position;
                landTileds.Add(landTiled);

                MapCreater.Instance.LoadDel("Assets/Prefabs/LandSprite.prefab", obj =>
                {
                    landTiled.Initlizate(obj, this);
                });
            }
        }
    }