コード例 #1
0
    /// <summary>
    /// 加载战斗地图
    /// </summary>
    private static void LoadCombatMap()
    {
        ShipCanvasInfo Info = CmCarbon.GetDefenseMap();

        if (Info != null)
        {
            Info.GetMapData();
            BattleEnvironmentM.ResetStartPos(Info.GetMapSize(), true);
            MapM.CreateMap(Info);
            ShipBombRule.SetBombMap(Info);
        }
    }
コード例 #2
0
ファイル: MainCameraM.cs プロジェクト: 741645596/batgame
    public void ResetCameraDataByBattle()
    {
        //场景最大画面为船高(船层+2)*3.3f占屏7/12时
        //场景最大画面时,0面占屏幕的纵横世界长度
        Camera         cam         = Camera.main;
        ShipCanvasInfo Info        = CmCarbon.GetDefenseMap();
        Int2           Start       = Info.GetMapSize();
        float          fZeroHeight = (Start.Layer + 2) * 3.3f * 12f / 7f; //0面占屏幕高度
        float          fZeroWidth  = fZeroHeight * s_aspect;              //0面占屏幕宽度
        float          fBoatHeight = (Start.Layer + 1f) * 3.3f;           //船高
        float          fBoatWidth  = Start.Unit * 3.0f;                   //船宽

        if (fZeroWidth < (Start.Unit + 2) * 3.0f)
        {
            fZeroWidth  = (Start.Unit + 2) * 3.0f;
            fZeroHeight = fZeroWidth / s_aspect;
        }
        float fMaxZeroHeight = fZeroHeight + fBoatHeight;                                                   //最大场景0面对应的高度
        float fMaxZeroWidth  = fZeroWidth + fBoatWidth;                                                     //最大场景0面对应的高度
        float zoomPyramid_S  = -CalcCameraLimitZBySWH(fMaxZeroHeight, s_fov);                               //锥体顶点

        cam.transform.position = new Vector3(0, (fMaxZeroHeight - fZeroHeight) / 2.0f + 3f, zoomPyramid_S); //最大场景显示时的相机位置
        float            zoomPyramid_H   = -CalcCameraLimitZBySWH(fZeroHeight, s_fov);                      //锥体高点坐标
        float            zoomPyramid_O   = -CalcCameraLimitZBySWH(9f, s_fov);                               //锥体底点坐标
        AreaLimitPyramid reaLimitPyramid = new AreaLimitPyramid();

        reaLimitPyramid.m_vTopL     = new Vector3(cam.transform.position.x, cam.transform.position.y, zoomPyramid_S);
        reaLimitPyramid.m_vTopR     = new Vector3(cam.transform.position.x, cam.transform.position.y, zoomPyramid_S);
        reaLimitPyramid.m_vBottomLT = cam.ViewportToWorldPoint(new Vector3(0, 1, zoomPyramid_O - zoomPyramid_S));
        reaLimitPyramid.m_vBottomLB = cam.ViewportToWorldPoint(new Vector3(0, 0, zoomPyramid_O - zoomPyramid_S));
        reaLimitPyramid.m_vBottomRT = cam.ViewportToWorldPoint(new Vector3(1, 1, zoomPyramid_O - zoomPyramid_S));
        reaLimitPyramid.m_vBottomRB = cam.ViewportToWorldPoint(new Vector3(1, 0, zoomPyramid_O - zoomPyramid_S));

        reaLimitPyramid.m_fZDeep       = zoomPyramid_H;
        reaLimitPyramid.m_fxRightDeep  = fBoatWidth / 2f;
        reaLimitPyramid.m_fxLeftDeep   = -fBoatWidth / 2f;
        reaLimitPyramid.m_fYBTopDeep   = fBoatHeight + 3f;
        reaLimitPyramid.m_fYBottomDeep = 3;
        m_cameraGesture.SetCameraLimitParam(reaLimitPyramid);

        float fBottom = fZeroHeight / 4f + 3.0f; //屏幕底往上1/4处为船底坐标位置

        s_vBattleFarthestCamPos = new Vector3(0f, fBottom, zoomPyramid_H);


        fZeroHeight = (Start.Layer + 1) * 3.3f * 20f / 13f; //船占高度的7/12
        fZeroWidth  = fZeroHeight * s_aspect;
        if (fZeroWidth < Start.Unit * 3.0f)
        {
            fZeroWidth  = Start.Unit * 3.0f;
            fZeroHeight = fZeroWidth / s_aspect;
        }
        float zoomBoatviewZ = -CalcCameraLimitZBySWH(fZeroHeight, s_fov);

        fBottom = fZeroHeight / 4f + 3.0f; //屏幕底往上1/4处为船底坐标位置
        s_vBattleBoatviewCamPos = new Vector3(0f, fBottom, zoomBoatviewZ);
        cam.transform.position  = new Vector3(s_vBattleFarthestCamPos.x, s_vBattleFarthestCamPos.y, s_vBattleFarthestCamPos.z);
        //ScreenManager.onScreenSizeChanged = OnScreenSizeChange;
        FlyZone();
        if (CmCarbon.GetCamp2Player(LifeMCamp.ATTACK) == false)
        {
            NGUIUtil.DebugLog("被怪物打");
        }
        else
        {
            MainCameraM.s_Instance.AutoMoveTo(MainCameraM.s_vBattleBoatviewCamPos, 0.7f);
        }
    }
コード例 #3
0
ファイル: MainCameraM.cs プロジェクト: 741645596/batgame
    //避风港
    public void ResetCameraDataByHaven()
    {
        Camera  cam     = Camera.main;
        Vector3 posTemp = new Vector3(cam.transform.position.x, cam.transform.position.y, cam.transform.position.z);

        //主场景最大画面,目前定死
        //主场景场景最大画面时,0面占屏幕的纵横世界长度
        float zoomPyramid_S  = -267.6354f; //锥体顶点
        float zPosBackGround = 0f;         //最后面背景所在的位置

        cam.transform.position = new Vector3(0, 13.09499f, zoomPyramid_S);
        Vector3 posScreenCenterWorldB  = cam.ViewportToWorldPoint(new Vector3(1.0f, 0f, zPosBackGround - zoomPyramid_S));
        Vector3 posScreenLeftWorldB    = cam.ViewportToWorldPoint(new Vector3(0f, 0f, zPosBackGround - zoomPyramid_S));
        float   fWidthBackGroundScreen = posScreenCenterWorldB.x - posScreenLeftWorldB.x;
        float   zoomLimitMinX          = -86f + fWidthBackGroundScreen / 2f;
        float   zoomLimitMaxX          = 0;//28f-fWidthBackGroundScreen/2f;

        s_vHavenViewFarthestCamPos = new Vector3(-28.0f, 13.09499f, zoomPyramid_S);
        cam.transform.position     = new Vector3(s_vHavenViewFarthestCamPos.x, s_vHavenViewFarthestCamPos.y, zoomPyramid_S);

        float zoomPyramid_O = -CalcCameraLimitZBySWH(9f, s_fov);

        s_reaLimitPyramidHavenView             = s_reaLimitPyramidHavenView != null ? s_reaLimitPyramidHavenView : new AreaLimitPyramid();
        s_reaLimitPyramidHavenView.m_vTopL     = new Vector3(zoomLimitMinX, s_vHavenViewFarthestCamPos.y, zoomPyramid_S);
        s_reaLimitPyramidHavenView.m_vTopR     = new Vector3(zoomLimitMaxX, s_vHavenViewFarthestCamPos.y, zoomPyramid_S);
        cam.transform.position                 = new Vector3(zoomLimitMinX, s_vHavenViewFarthestCamPos.y, zoomPyramid_S);
        s_reaLimitPyramidHavenView.m_vBottomLT = cam.ViewportToWorldPoint(new Vector3(0, 1, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidHavenView.m_vBottomLB = cam.ViewportToWorldPoint(new Vector3(0, 0, zoomPyramid_O - zoomPyramid_S));
        cam.transform.position                 = new Vector3(zoomLimitMaxX, s_vHavenViewFarthestCamPos.y, zoomPyramid_S);
        s_reaLimitPyramidHavenView.m_vBottomRT = cam.ViewportToWorldPoint(new Vector3(1, 1, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidHavenView.m_vBottomRB = cam.ViewportToWorldPoint(new Vector3(1, 0, zoomPyramid_O - zoomPyramid_S));

        s_reaLimitPyramidHavenView.m_fZDeep       = zoomPyramid_S;
        s_reaLimitPyramidHavenView.m_fxRightDeep  = s_reaLimitPyramidHavenView.m_vBottomRT.x;
        s_reaLimitPyramidHavenView.m_fxLeftDeep   = s_reaLimitPyramidHavenView.m_vBottomLT.x;
        s_reaLimitPyramidHavenView.m_fYBTopDeep   = s_reaLimitPyramidHavenView.m_vBottomLT.y;
        s_reaLimitPyramidHavenView.m_fYBottomDeep = s_reaLimitPyramidHavenView.m_vBottomRB.y;

        //编辑船时最大场景画面
        Int2     Start = Int2.zero;
        ShipPlan p     = ShipPlanDC.GetCurShipPlan();

        if (p != null)
        {
            ShipCanvasInfo Canvans = p.Canvans;
            Start = Canvans.GetMapSize();
        }
        float fZeroHeight = (Start.Layer + 2) * 3.3f * 12f / 7f; //船占高度的7/12
        float fZeroWidth  = fZeroHeight * s_aspect;
        float fBoatHeight = (Start.Layer + 1f) * 3.3f;           //船高
        float fBoatWidth  = Start.Unit * 3.0f;                   //船宽

        if (fZeroWidth < (Start.Unit + 2) * 3.0f)
        {
            fZeroWidth  = (Start.Unit + 2) * 3.0f;
            fZeroHeight = fZeroWidth / s_aspect;
        }
        float fMaxZeroHeight = fZeroHeight + fBoatHeight;                                                   //最大场景0面对应的高度
        float fMaxZeroWidth  = fZeroWidth + fBoatWidth;                                                     //最大场景0面对应的高度

        zoomPyramid_S          = -CalcCameraLimitZBySWH(fMaxZeroHeight, s_fov);                             //锥体顶点
        cam.transform.position = new Vector3(0, (fMaxZeroHeight - fZeroHeight) / 2.0f + 3f, zoomPyramid_S); //最大场景显示时的相机位置
        float zoomPyramid_H = -CalcCameraLimitZBySWH(fZeroHeight, s_fov);                                   //锥体高点坐标

        zoomPyramid_O                            = -CalcCameraLimitZBySWH(9f, s_fov);                       //锥体底点坐标
        s_reaLimitPyramidBoatView                = s_reaLimitPyramidBoatView != null ? s_reaLimitPyramidBoatView : new AreaLimitPyramid();
        s_reaLimitPyramidBoatView.m_vTopL        = new Vector3(cam.transform.position.x, cam.transform.position.y, zoomPyramid_S);
        s_reaLimitPyramidBoatView.m_vTopR        = new Vector3(cam.transform.position.x, cam.transform.position.y, zoomPyramid_S);
        s_reaLimitPyramidBoatView.m_vBottomLT    = cam.ViewportToWorldPoint(new Vector3(0, 1, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidBoatView.m_vBottomLB    = cam.ViewportToWorldPoint(new Vector3(0, 0, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidBoatView.m_vBottomRT    = cam.ViewportToWorldPoint(new Vector3(1, 1, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidBoatView.m_vBottomRB    = cam.ViewportToWorldPoint(new Vector3(1, 0, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidBoatView.m_fZDeep       = zoomPyramid_H;
        s_reaLimitPyramidBoatView.m_fxRightDeep  = fBoatWidth / 2f;
        s_reaLimitPyramidBoatView.m_fxLeftDeep   = -fBoatWidth / 2f;
        s_reaLimitPyramidBoatView.m_fYBTopDeep   = fBoatHeight + 3f;
        s_reaLimitPyramidBoatView.m_fYBottomDeep = 3f;

        float fBottom = fZeroHeight / 4f + 3.0f; //屏幕底往上1/4处为船底坐标位置

        s_vHavenViewBoatviewCamPos = new Vector3(0f, fBottom, zoomPyramid_H);

        Start       = new Int2(8, 4);
        fZeroHeight = (Start.Layer + 2) * 3.3f * 12f / 7f; //船占高度的7/12
        fZeroWidth  = fZeroHeight * s_aspect;
        fBoatHeight = (Start.Layer + 1f) * 3.3f;           //船高
        fBoatWidth  = Start.Unit * 3.0f;                   //船宽
        if (fZeroWidth < (Start.Unit + 2) * 3.0f)
        {
            fZeroWidth  = (Start.Unit + 2) * 3.0f;
            fZeroHeight = fZeroWidth / s_aspect;
        }
        fMaxZeroHeight                           = fZeroHeight + fBoatHeight;                                                 //最大场景0面对应的高度
        fMaxZeroWidth                            = fZeroWidth + fBoatWidth;                                                   //最大场景0面对应的高度
        zoomPyramid_S                            = -CalcCameraLimitZBySWH(fMaxZeroHeight, s_fov);                             //锥体顶点
        cam.transform.position                   = new Vector3(0, (fMaxZeroHeight - fZeroHeight) / 2.0f + 3f, zoomPyramid_S); //最大场景显示时的相机位置
        zoomPyramid_H                            = -CalcCameraLimitZBySWH(fZeroHeight, s_fov);                                //锥体高点坐标
        zoomPyramid_O                            = -CalcCameraLimitZBySWH(9f, s_fov);                                         //锥体底点坐标
        s_reaLimitPyramidEditView                = s_reaLimitPyramidEditView != null ? s_reaLimitPyramidEditView : new AreaLimitPyramid();
        s_reaLimitPyramidEditView.m_vTopL        = new Vector3(cam.transform.position.x, cam.transform.position.y, zoomPyramid_S);
        s_reaLimitPyramidEditView.m_vTopR        = new Vector3(cam.transform.position.x, cam.transform.position.y, zoomPyramid_S);
        s_reaLimitPyramidEditView.m_vBottomLT    = cam.ViewportToWorldPoint(new Vector3(0, 1, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidEditView.m_vBottomLB    = cam.ViewportToWorldPoint(new Vector3(0, 0, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidEditView.m_vBottomRT    = cam.ViewportToWorldPoint(new Vector3(1, 1, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidEditView.m_vBottomRB    = cam.ViewportToWorldPoint(new Vector3(1, 0, zoomPyramid_O - zoomPyramid_S));
        s_reaLimitPyramidEditView.m_fZDeep       = zoomPyramid_H;
        s_reaLimitPyramidEditView.m_fxRightDeep  = fBoatWidth / 2f;
        s_reaLimitPyramidEditView.m_fxLeftDeep   = -fBoatWidth / 2f;
        s_reaLimitPyramidEditView.m_fYBTopDeep   = fBoatHeight + 3f;
        s_reaLimitPyramidEditView.m_fYBottomDeep = 3f;

        fZeroHeight = (Start.Layer + 1) * 3.3f * 20f / 13f; //船占高度的7/12
        fZeroWidth  = fZeroHeight * s_aspect;
        if (fZeroWidth < Start.Unit * 3.0f)
        {
            fZeroWidth  = Start.Unit * 3.0f;
            fZeroHeight = fZeroWidth / s_aspect;
        }
        float zoomBoatviewZ = -CalcCameraLimitZBySWH(fZeroHeight, s_fov);

        fBottom = fZeroHeight / 4f + 3.0f; //屏幕底往上1/4处为船底坐标位置
        s_vEditViewBoatviewCamPos = new Vector3(0f, fBottom, zoomBoatviewZ);

        cam.transform.position = posTemp;

        ScreenManager.onScreenSizeChanged = OnScreenSizeChange;
    }