public void CreateMap(MapInfo map) { //设置当前配置信息 if (map.type == ConfigType.PVEChapter) { ChapterModel chatperModel = Core.Data.getIModelConfig <ChapterModel>(); curChapConfig = chatperModel.get(map.ID); } else { PVPBattleModel pvpModel = Core.Data.getIModelConfig <PVPBattleModel>(); curChapConfig = pvpModel.get(map.ID); } //加载配表 reader.loadSceneConfig(map.ID); //TODO : According to the type of map, we should make up the right path StringBuilder strBld = new StringBuilder("Scenes/Stage_"); strBld.Append(map.ID.ToString()); GameObject go = Maploader.loadFromUnPack(strBld.ToString(), false); UnityUtils.AddChild_Reverse(go, ScenePoint); MapInSceneData[] mapdata = reader.GetSceneEditorElementData <MapInSceneData>(); if (mapdata != null && mapdata.Length > 0) { go.transform.localPosition = new Vector3(mapdata [0].pos [0], mapdata [0].pos [1], mapdata [0].pos [2]); go.transform.localScale = new Vector3(mapdata [0].scale [0], mapdata [0].scale [1], mapdata [0].scale [2]); go.transform.localEulerAngles = new Vector3(mapdata [0].rotation [0], mapdata [0].rotation [1], mapdata [0].rotation [2]); } strBld.Append("Graph"); string strPath = System.IO.Path.Combine(ResourceSetting.UNPACKROOT, strBld.ToString()); TextAsset mapTxt = UnityEngine.Resources.Load(strPath) as TextAsset; if (mapTxt == null) { Debug.LogError("scene textAsseet data is null :: " + strPath); } AstarPath.active.astarData.DeserializeGraphs(mapTxt.bytes); CreateUnVision(); GameObject helper = new GameObject("helper"); helper.AddComponent <TileHandlerHelper>(); }
/// <summary> /// 创建地图 /// </summary> public void CreateMap() { Charactors = WarSMgr.realServer.monitor.CharactorPool; MapInfo map = WarSMgr.realServer.mWar.Map; //将数据发给客户端 WarSMgr.realServer.proxyCli.CtorEnv(map); if (map.type == ConfigType.PVEChapter) { ChapterModel chatperModel = Core.Data.getIModelConfig <ChapterModel>(); curChapConfig = chatperModel.get(map.ID); } else { PVPBattleModel pvpModel = Core.Data.getIModelConfig <PVPBattleModel>(); curChapConfig = pvpModel.get(map.ID); } }