コード例 #1
0
    public void SetJianTouPos(NewFloor curOpenFloor)
    {
        int TargetMapID = (curOpenFloor.BelongChapterID - 30100) / 100;

        if (TargetMapID < CurMapIndex - 1 || TargetMapID > CurMapIndex + 1)
        {
            if (BuildingJianTou.activeSelf)
            {
                BuildingJianTou.SetActive(false);
            }
            return;
        }

        if (Dic_Floors.ContainsKey(curOpenFloor.config.ID))
        {
            if (!BuildingJianTou.activeSelf)
            {
                BuildingJianTou.SetActive(true);
            }
            JCPVEPlotFloor _Buliding = Dic_Floors[curOpenFloor.config.ID];
            Transform      parent    = _Buliding.transform.parent;
            _Buliding.transform.parent = JianTouLayer.transform;
            Vector3 pos = _Buliding.transform.localPosition;
            _Buliding.transform.parent = parent;
            pos.y += _Buliding.Spr_Buliding.height;

            if (!curOpenFloor.isBoss && curOpenFloor.config.TextrueID[0] == "common-0014" && curOpenFloor.config.ID > Core.Data.newDungeonsManager.lastFloorId)
            {
                //如果当前是未开启的宝箱,箭头要再高一些
                pos.y += 60f;
            }
            else
            {
                pos.y += 30f;
            }
            BuildingJianTou.transform.localPosition = pos;
        }
    }
コード例 #2
0
    public void SetMap(NewChapter chapterData)
    {
        if (chapterData == null)
        {
            gameObject.SetActive(false);
            return;
        }

        if (!gameObject.activeSelf)
        {
            gameObject.SetActive(true);
        }
        int MapID = (chapterData.config.ID - 30100) / 100;

        gameObject.name = MapID.ToString();

        NewChapterData configdata = chapterData.config;

        //JCPVEPlotController.Instance.Lab_Title.text = configdata.name;
        Spr_Map.spriteName     = configdata.mapID;
        Spr_MapPath.spriteName = configdata.pathMapID;
        Spr_MapPath.MakePixelPerfect();
        Spr_MapPath.transform.localScale = new Vector3(2.048081f, 2.048081f, 1f);
        mask.color = chapterData.color;
        int[] floorID = configdata.floorID;

        Spr_MapPath.transform.localPosition = chapterData.pathPosition;


        #region 建筑物
        if (bulidings.Count < floorID.Length)
        {
            int    cha    = floorID.Length - bulidings.Count;
            Object prefab = PrefabLoader.loadFromPack("JC/JCPVEPlotBuilding");
            for (int i = 0; i < cha; i++)
            {
                if (prefab != null)
                {
                    GameObject buliding = Instantiate(prefab) as GameObject;
                    buliding.transform.parent     = MapGrid.transform;
                    buliding.transform.localScale = Vector3.one;
                    JCPVEPlotFloor script = buliding.GetComponent <JCPVEPlotFloor>();
                    bulidings.Add(script);
                }
            }
        }
        if (floorID.Length > 0)
        {
            Dictionary <int, NewFloor> FloorList = Core.Data.newDungeonsManager.FloorList;
            int i = 0;
            for (; i < floorID.Length; i++)
            {
                NewFloor floorData = null;
                if (FloorList.TryGetValue(floorID[i], out floorData))
                {
                    bulidings[i].name = floorID[i].ToString();
                    if (bulidings[i] != null)
                    {
                        bulidings[i].SetData(floorData);
                        if (!JCPVEPlotController.Instance.Dic_Floors.ContainsKey(floorID[i]))
                        {
                            JCPVEPlotController.Instance.Dic_Floors.Add(floorID[i], bulidings[i]);
                        }
                        else
                        {
                            JCPVEPlotController.Instance.Dic_Floors[floorID[i]] = bulidings[i];
                        }
                    }
                }
            }
            for (; i < bulidings.Count; i++)
            {
                bulidings[i].SetData(null);
            }
        }
        #endregion

        #region 一切没有解锁的或不能访问的状态一律隐藏
        if (!JCPVEPlotController.Instance.isUnlockMap((chapterData.config.ID - 30100) / 100, false))
        {
            gameObject.SetActive(false);
        }
        if (MapID > 0)
        {
            //如果之前一关没有通关
            if (!JCPVEPlotController.Instance.isPassCurMap(MapID - 1))
            {
                gameObject.SetActive(false);
            }
        }
        #endregion
    }