/// <summary> /// 加入一个房间。从仓库中加载。或加载方案 /// </summary> /// <param name="Core">核心结构</param> /// <param name="TargetPos">格子坐标</param> public static void AddNewCore(CanvasCore Core, Int2 TargetPos) { if (Core == null) { return; } ShipPlan P = ShipPlanDC.GetCurShipPlan(); if (P == null) { return; } ShipPutInfo Info = P.GetShipBuildInfo(Core); if (Info == null) { return; } if (Core.IsNewCreate) { Info.SetBuildPostion(TargetPos); P.AddShipBuildInfo(Info, Core.m_type); TouchMoveManager.MoveToShip(Core); Core.IsNewCreate = false; } // if (Core.m_type == ShipBuildType.BuildRoom) { if (Core.IsDeckRoom == false) { ShapeType Shape = Info.GetPutRoomShape(); if (Shape == null) { return; } RoomMap.OpenCanvans(Shape.GetShapeData(new Int2(Info.cxMapGrid, Info.cyMapGrid)), Core.m_ID); //设置甲板区域 RoomMap.UpdateDeckRoomGrid(); //更新金库房间 if (Info.IsGoldBuild() == true) { RoomMap.UpdateGoldRoomGrid(Core.GetPutRoomGridPos()); } } else { RoomMap.AddDeckBuild(Core.m_ID, Core.GetPutRoomGridPos()); } } else { RoomMap.AddMapPosition(Core, RoomMap.GetPutRoomGridPosition(Core)); } }
/// <summary> /// 创建楼梯 /// </summary> /// <param name="Core"></param> public static void CreateStair(CanvasCore Core) { ShipPlan P = ShipPlanDC.GetCurShipPlan(); if (P == null) { return; } if (Core.m_type != ShipBuildType.BuildRoom && Core.IsDeckRoom) { return; } //只有房间变化楼梯才重新创建 List <Int2> points = RoomMap.GetStairCreatePoint(); if (points.Count > 0) { foreach (var grid in points) { ShipPutInfo Info = new ShipPutInfo(); Info.id = ShipPutInfo.GetNewShipPutId(); Info.objid = 1201; Info.type = 3; Info.cxMapGrid = grid.Unit; Info.cyMapGrid = grid.Layer; Info.shipput_data0 = 0; Info.shipput_data1 = 0; P.AddShipBuildInfo(Info, ShipBuildType.BuildStair); BuildInfo stair = buildingM.GetStartBuildInfo(1201); ///// 临时修改,楼梯位置不正确的问题 //stair.m_type = 1201; stair.m_cx = grid.Unit; stair.m_cy = grid.Layer; stair.m_ShipPutdata0 = 0; stair.m_ShipPutdata1 = 0; ///end if (stair != null) { BattleEnvironmentM.LoadShipPutStairBuild(Info.id, Info.objid, stair); } } } RoomMap.RemoveExcessStair(); }
/// <summary> /// 模拟数据 /// </summary> public static void SimulationData() { List <StaticShipCanvas> l = ShipPlanM.GetAllShipCanvasInfo(); foreach (StaticShipCanvas v in l) { m_lShipDesignInfo.Add(v.Id, v); } // ShipPlan p = new ShipPlan(); p.ID = 1; p.bExitCanvas = false; p.Name = "我的小船船"; p.Type = PlanType.Default; p.BlackScienceID = 1; p.Canvans = StageM.GetCounterPartMap(101001); p.ShipDesignId = 100005; // 16格大船 StaticShipCanvas shipInfo = ShipPlanDC.GetShipDesignInfo(p.ShipDesignId); if (shipInfo != null) { p.Canvans.CorrectionShiftError(new Int2(shipInfo.Width, shipInfo.Height)); } // 船只摆设数据 List <SoldierInfo> lSoldier = null; List <BuildInfo> lBuild = null; StageM.GetCounterPartShipPut(101001, ref lSoldier, ref lBuild); // 建筑跟楼梯 foreach (BuildInfo v in lBuild) { if (v.BuildType == 1300) { BuildInfo gold = BuildDC.GetVaultBuildInfo(); ShipPutInfo Info = new ShipPutInfo(); Info.id = ShipPutInfo.GetNewShipPutId(); Info.objid = gold.ID; Info.type = 1; Info.cxMapGrid = v.m_cx; Info.cyMapGrid = v.m_cy; Info.shipput_data0 = 0; Info.shipput_data1 = 0; p.AddShipBuildInfo(Info, ShipBuildType.BuildRoom); } if (v.BuildType == 1201) { ShipPutInfo Info = new ShipPutInfo(); Info.id = ShipPutInfo.GetNewShipPutId(); Info.objid = v.BuildType; Info.type = 3; Info.cxMapGrid = v.m_cx; Info.cyMapGrid = v.m_cy; Info.shipput_data0 = 0; Info.shipput_data1 = 0; p.AddShipBuildInfo(Info, ShipBuildType.BuildStair); } } m_lShipPlan.Add(p.ID, p); m_SelPlan = p; }