예제 #1
0
        public void UpdateWithDelete(Vector3 touchPos)
        {
            if (true)
            {
                var ray = Camera.main.ScreenPointToRay(touchPos);
#if UNITY_EDITOR
                Debug.DrawLine(ray.origin, ray.GetPoint(100f), Color.red, 10f);
#endif
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 30000f, mask))
                {// hit somethig
                    //hit map object
                    var obj = hit.collider.gameObject.GetComponentFully <MapObjectBase>();
                    if (obj != null)
                    {
                        CurrentSelectObject = obj.gameObject;
                    }
                    //hit map dec
                    //  if (hit.collider.gameObject.GetComponentFully<MapObjectDecorate>() != null)
                    {
                        //  CurrentSelectObject = hit.collider.gameObject;
                    }
                    //     Debug.LogError("hit " + hit.collider.gameObject.name);
                    if (CurrentSelectObject != null)
                    {
                        this.CurrentSelectWeapon = CurrentSelectObject.GetComponentFully <MapObjectWeaponSpawnPoint>();
                    }
                }
            }
            if (CurrentSelectObject != null)
            {
                var type = CurrentSelectObject.GetComponent <MapObjectBase>();
                if ((type as MapObjectSpawnPoint == null) && (type as MapObjectWeaponSpawnPoint == null))
                {// hit spasm will ignore
                    // GameObject.DestroyImmediate(CurrentSelectObject);
                    // MapObjectRoot.ins.DestroyObjectImmediate(CurrentSelectObject);
                    MapObjectRoot.ins.PlayClickEffect(CurrentSelectObject.transform.position);
                    CurrentSelectObject.SetActive(false);
                    MapObjectRoot.ins.DeleteCheckDecrate(CurrentSelectObject);
                    EditorRuntime.Delete(CurrentSelectObject);
                    MapEditorUIMgr.ins.GetPanel <UIPanelMapEditor>().RefreshUndoBtnState();
                }
                MapObjectRoot.ins.CheckAllConflict();
                CurrentSelectObject = null;
                //cancle
                //  root._panel_up.OnBtnDeleteClick();
                return;
            }
            CurrentSelectObject = null;
            ClearSelectObject();
        }
예제 #2
0
파일: Touch.cs 프로젝트: kok3/working201903
        //编辑器下允许连续 增加物件
        void UpdateWithAdded()
        {
            if (!IsTouchUI._IsTouchUI && this.GetTouchDown())
            {
                var        ray = Camera.main.ScreenPointToRay(this.GetTouchPosition());
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 1000f, mask))
                {// hit somethig
                    if (CurrentSelectObject != null)
                    {
                        CurrentSelectObject.GetComponentFully <MapObjectBase>().SetBright(false);
                    }
                    if (hit.collider.gameObject.GetComponentFully <MapObjectBase>() != null)
                    {
                        CurrentSelectObject = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject;
                    }

                    /* if (hit.collider.gameObject.GetComponentFully<MapObjectDecorate>() != null)
                     * {
                     *   CurrentSelectObject = hit.collider.gameObject;
                     * }*/

                    _position_delta = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject.transform.position - Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                    pos_begin_touch = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject.transform.position;
                    // Debug.LogError("hit " + hit.collider.gameObject.name + "    " + CurrentSelectObject.gameObject.name);

                    this.CurrentSelectWeapon = CurrentSelectObject.GetComponent <MapObjectWeaponSpawnPoint>();
                    if (this.CurrentSelectWeapon != null)
                    {//sync view
                        root._panel_up.Sync(this.CurrentSelectWeapon);
                        foreach (var p in CurrentSelectObject.transform.parent.GetComponentsInChildren <MapObjectWeaponSpawnPoint>())
                        {
                            p.transform.GetChild(0).gameObject.SetActive(false);
                        }
                        CurrentSelectWeapon.transform.GetChild(0).gameObject.SetActive(true);
                        MapObjectRoot.ins.CheckAllConflict();
                        if (UITips.ins != null)
                        {
                            int order = CurrentSelectWeapon.GetComponent <MapObjectWeaponSpawnPoint>().Order;
                            if (order > 0)
                            {
                                UITips.ins.ShowTips("您正在设置武器" + order + "出生点枪支,请点击顶部枪械设置。");
                            }
                            else
                            {
                                UITips.ins.ShowTips("您正在设置武器出生点枪支,请点击顶部枪械设置。");
                            }
                        }
                    }
                }
                else
                {
                    this.CurrentSelectWeapon = null;// if hit nothing  will cancel weapon spawn point select status
                    if (CurrentSelectObject != null)
                    {
                        CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(false);
                    }
                    // not hit some thind  -   if select  then added
                    int currentSelectId = 0;
                    if (_panel_up.currentSelect != null)
                    {
                        currentSelectId = _panel_up.currentSelect.id;
                    }
                    else if (_panel_level_two.currentSelect != null)
                    {
                        currentSelectId = _panel_level_two.currentSelect.id;
                    }

                    if (currentSelectId > 0)
                    {
                        if (MapObjectRoot.ins.TotalMapObjectCount > MAX_NUM)
                        {
                            if (UICommonDialog.ins != null)
                            {
                                UICommonDialog.ins.ShowOK("数量达到上限");
                            }
                        }
                        else
                        {
                            //   if (root.CurrentStep == MapEditorStep.MapObject)
                            {
                                ///////////////////////////////////////////////
                                //点击空地时创建
                                var obj = MapObjectRoot.ins.CreateObject(currentSelectId.ToString(), LayerMgr.ins.GetCurLayerTransform());
                                var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                                pos.x = 0f;
                                //      Debug.LogError(pos);
                                obj.transform.position = pos;
                                CurrentSelectObject    = obj;
                                //计算包围盒
                                boundingBox     = CurrentSelectObject.CalculateBounds();
                                _position_delta = Vector3.zero;
                                // create one will cancel selected
                                root._panel_up.ClearSelected();
                                root._panel_left.ClearSelected();

                                return;
                            }
                        }
                    }
                }
            }
            var tmpcurrent = CurrentSelectObject;

            if (this.GetTouchUp())
            {
                this.CurrentSelectWeapon = null;// if hit nothing  will cancel weapon spawn point select status
                if (CurrentSelectObject != null && (CurrentSelectObject.GetComponent <MapObject>() != null || CurrentSelectObject.GetComponent <MapObjectDecorate>() != null))
                {
                    if (MapObjectRoot.ins.CheckConflict(CurrentSelectObject))
                    {
                        CurrentSelectObject.transform.position = pos_begin_touch;
                    }
                    CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(false);
                    MapObjectRoot.ins.CheckAllConflict();

                    //编辑器模式下 允许连续点击物件  鼠标右键取消
                    var obj = MapObjectRoot.ins.CreateObject(CurrentSelectObject.name, LayerMgr.ins.GetCurLayerTransform());
                    var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                    pos.x = 0f;
                    //      Debug.LogError(pos);
                    obj.transform.position = pos;
                    CurrentSelectObject    = obj;
                    _position_delta        = Vector3.zero;
                    // create one will cancel selected
                    root._panel_up.ClearSelected();
                    root._panel_left.ClearSelected();

                    return;
                }
                else
                {
                    if (CurrentSelectObject != null)
                    {
                        if (MapObjectRoot.ins.CheckConflict(CurrentSelectObject))
                        {
                            CurrentSelectObject.transform.position = pos_begin_touch;
                        }
                        CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(false);
                        MapObjectRoot.ins.CheckAllConflict();
                    }
                    CurrentSelectObject = null;
                }
            }
            if (Input.GetMouseButtonDown(1) && CurrentSelectObject != null && (CurrentSelectObject.GetComponent <MapObject>() != null || CurrentSelectObject.GetComponent <MapObjectDecorate>() != null))
            {
                MapObjectRoot.ins.DestroyObjectImmediate(CurrentSelectObject);
                CurrentSelectObject = null;

                root.touchBehaviour = TouchBehaviour.Select;
                return;
            }
            if (CurrentSelectObject != null)
            {
                var pos_pre = CurrentSelectObject.transform.position;

                var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition()) + _position_delta;
                pos.x = 0f;
                CurrentSelectObject.transform.position = pos;
                if (MapObjectRoot.ins.CheckConflict(CurrentSelectObject))
                {
                    MapObjectRoot.ins.SetBrightAll(true);
                    CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(true);
                }
                else
                {
                    MapObjectRoot.ins.SetBrightAll(false);
                }
                //move
                if (CurrentSelectObject.transform.hasChanged)
                {
                    //   MapObjectRoot.ins.CheckAllConflict();
                    CurrentSelectObject.transform.hasChanged = false;
                }
            }
            // CurrentSelectObject = tmpcurrent;
            if (Input.GetMouseButtonDown(1))
            {
                //   CurrentSelectObject = null;
            }

            //拖动连续生成
            if (isTouchDown && !IsTouchUI._IsTouchUI)
            {
                if (CurrentSelectObject != null)
                {
                    if (MapObjectRoot.ins.TotalMapObjectCount > MAX_NUM)
                    {
                        if (UICommonDialog.ins != null)
                        {
                            UICommonDialog.ins.ShowOK("数量达到上限");
                        }
                    }
                    else
                    {
                        var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                        pos.x = 0f;
                        if (boundingBox != null)
                        {
                            //离上个物体足够距离了
                            if ((Mathf.Abs(boundingBox.center.y - pos.y) >= boundingBox.size.y) || (Mathf.Abs(boundingBox.center.z - pos.z) >= boundingBox.size.z))
                            {
                                var obj = MapObjectRoot.ins.CreateObject(CurrentSelectObject.name, LayerMgr.ins.GetCurLayerTransform());
                                obj.transform.position = pos;

                                CurrentSelectObject = obj;
                                boundingBox.center  = pos;

                                return;
                            }
                        }
                    }
                }
            }
        }
예제 #3
0
파일: Touch.cs 프로젝트: kok3/working201903
        void UpdateWithDelete()
        {
            if (this.GetTouchDown() && !IsTouchUI._IsTouchUI)
            {
                var ray = Camera.main.ScreenPointToRay(this.GetTouchPosition());
#if UNITY_EDITOR
                Debug.DrawLine(ray.origin, ray.GetPoint(100f), Color.red, 10f);
#endif
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 1000f, mask))
                {// hit somethig
                    //hit map object
                    var obj = hit.collider.gameObject.GetComponentFully <MapObjectBase>();
                    if (obj != null)
                    {
                        CurrentSelectObject = obj.gameObject;
                    }
                    //hit map dec
                    //  if (hit.collider.gameObject.GetComponentFully<MapObjectDecorate>() != null)
                    {
                        //  CurrentSelectObject = hit.collider.gameObject;
                    }
                    //     Debug.LogError("hit " + hit.collider.gameObject.name);
                    if (CurrentSelectObject != null)
                    {
                        this.CurrentSelectWeapon = CurrentSelectObject.GetComponentFully <MapObjectWeaponSpawnPoint>();
                    }
                }
                else
                {
                    this.CurrentSelectWeapon = null;// if hit nothing  will cancel weapon spawn point select status
                    if (_panel_up.currentSelect != null)
                    {
                        var obj = MapObjectRoot.ins.CreateObject(_panel_up.currentSelect.id.ToString(), LayerMgr.ins.GetCurLayerTransform());
                        var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                        pos.x = 0f;
                        //      Debug.LogError(pos);
                        obj.transform.position = pos;
                        CurrentSelectObject    = obj;
                        // create one will cancel selected
                        root._panel_up.ClearSelected();
                        root._panel_left.ClearSelected();
                    }
                }
#if UNITY_EDITOR
                //编辑器模式,不需要取消删除按钮的点击
#else
                //root._panel_up.OnBtnDeleteClick();
#endif
            }
            if (CurrentSelectObject != null)
            {
                var type = CurrentSelectObject.GetComponent <MapObjectBase>();
                if ((type as MapObjectSpawnPoint == null) && (type as MapObjectWeaponSpawnPoint == null))
                {// hit spasm will ignore
                    // GameObject.DestroyImmediate(CurrentSelectObject);
                    // MapObjectRoot.ins.DestroyObjectImmediate(CurrentSelectObject);
                    EditorRuntime.Delete(CurrentSelectObject);
                }
                MapObjectRoot.ins.CheckAllConflict();
                CurrentSelectObject = null;
                //cancle
                //  root._panel_up.OnBtnDeleteClick();
                return;
            }
            CurrentSelectObject = null;
            ClearSelectObject();

            //拖动连续删除
            if (isTouchDown && !IsTouchUI._IsTouchUI)
            {
                var ray = Camera.main.ScreenPointToRay(this.GetTouchPosition());

                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 1000f, mask))
                {
                    var obj = hit.collider.gameObject.GetComponentFully <MapObjectBase>();
                    if (obj != null)
                    {
                        CurrentSelectObject = obj.gameObject;
                        if (CurrentSelectObject != null)
                        {
                            var type = CurrentSelectObject.GetComponent <MapObjectBase>();
                            if ((type as MapObjectSpawnPoint == null) && (type as MapObjectWeaponSpawnPoint == null))
                            {
                                EditorRuntime.Delete(CurrentSelectObject);
                            }
                            MapObjectRoot.ins.CheckAllConflict();
                            CurrentSelectObject = null;
                            //cancle
                            //  root._panel_up.OnBtnDeleteClick();
                            return;
                        }
                    }
                }
            }
        }
예제 #4
0
파일: Touch.cs 프로젝트: kok3/working201903
        void UpdateWithAdded()
        {
            if (!IsTouchUI._IsTouchUI && this.GetTouchDown())
            {
                var ray = Camera.main.ScreenPointToRay(this.GetTouchPosition());
#if UNITY_EDITOR
                Debug.DrawLine(ray.origin, ray.GetPoint(100f), Color.red, 10f);
#endif
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 1000f, mask))
                {// hit somethig
                    if (CurrentSelectObject != null)
                    {
                        CurrentSelectObject.GetComponentFully <MapObjectBase>().SetBright(false);
                    }
                    if (hit.collider.gameObject.GetComponentFully <MapObjectBase>() != null)
                    {
                        CurrentSelectObject = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject;
                    }

                    /* if (hit.collider.gameObject.GetComponentFully<MapObjectDecorate>() != null)
                     * {
                     *   CurrentSelectObject = hit.collider.gameObject;
                     * }*/

                    _position_delta = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject.transform.position - Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                    pos_begin_touch = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject.transform.position;
                    // Debug.LogError("hit " + hit.collider.gameObject.name + "    " + CurrentSelectObject.gameObject.name);

                    this.CurrentSelectWeapon = CurrentSelectObject.GetComponent <MapObjectWeaponSpawnPoint>();
                    if (this.CurrentSelectWeapon != null)
                    {//sync view
                        root._panel_up.Sync(this.CurrentSelectWeapon);
                        foreach (var p in CurrentSelectObject.transform.parent.GetComponentsInChildren <MapObjectWeaponSpawnPoint>())
                        {
                            p.transform.GetChild(0).gameObject.SetActive(false);
                        }
                        CurrentSelectWeapon.transform.GetChild(0).gameObject.SetActive(true);
                        MapObjectRoot.ins.CheckAllConflict();
                        if (UITips.ins != null)
                        {
                            int order = CurrentSelectWeapon.GetComponent <MapObjectWeaponSpawnPoint>().Order;
                            if (order > 0)
                            {
                                UITips.ins.ShowTips("您正在设置武器" + order + "出生点枪支,请点击顶部枪械设置。");
                            }
                            else
                            {
                                UITips.ins.ShowTips("您正在设置武器出生点枪支,请点击顶部枪械设置。");
                            }
                        }
                    }
                    else if (CurrentSelectObject != null)//点中的是之前的物件(直接切换到选择模式)
                    {
                        var type = CurrentSelectObject.GetComponent <MapObjectBase>();
                        if ((type as MapObjectSpawnPoint == null) && (type as MapObjectWeaponSpawnPoint == null))
                        {
                            root.touchBehaviour = TouchBehaviour.Select;
                            SelectObject(CurrentSelectObject);
                        }
                    }
                }
                else
                {
                    this.CurrentSelectWeapon = null;// if hit nothing  will cancel weapon spawn point select status
                    if (CurrentSelectObject != null)
                    {
                        CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(false);
                    }
                    // not hit some thind  -   if select  then added
                    int currentSelectId = 0;
                    if (_panel_up.currentSelect != null)
                    {
                        currentSelectId = _panel_up.currentSelect.id;
                    }
                    else if (_panel_level_two.currentSelect != null)
                    {
                        currentSelectId = _panel_level_two.currentSelect.id;
                    }

                    if (currentSelectId > 0)
                    {
#if UNITY_EDITOR
                        if (MapObjectRoot.ins.TotalMapObjectCount > MAX_NUM)
#else
                        //#1000170  改为不限制碰撞和增加物件上限为50
                        if (MapObjectRoot.ins.TotalMapObjectCount > DevConfig.MapEditorMaxAllowMapObjectNumber)
#endif

                        {
                            if (UICommonDialog.ins != null)
                            {
                                UICommonDialog.ins.ShowOK("数量达到上限");
                            }
                        }
                        else
                        {
                            //   if (root.CurrentStep == MapEditorStep.MapObject)
                            {
                                var obj = MapObjectRoot.ins.CreateObject(currentSelectId.ToString());
                                var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                                pos.x = 0f;
                                //      Debug.LogError(pos);
                                obj.transform.position = pos;
                                CurrentSelectObject    = obj;
                                boundingBox            = obj.CalculateBounds();
                                _position_delta        = Vector3.zero;
                                // create one will cancel selected
                                //root._panel_up.ClearSelected();
                                //root._panel_left.ClearSelected();

                                return;
                            }
                        }
                    }
                    else //没生成又没碰到组件
                    {
                        ClearSelectObject();
                    }
                }
            }
            if (this.GetTouchUp())
            {
                this.CurrentSelectWeapon = null;// if hit nothing  will cancel weapon spawn point select status
                //if (CurrentSelectObject != null)
                //{
                //    if (MapObjectRoot.ins.CheckConflict(CurrentSelectObject))
                //    {
                //        CurrentSelectObject.transform.position = pos_begin_touch;
                //    }
                //    CurrentSelectObject.GetComponent<MapObjectBase>().SetBright(false);
                //    MapObjectRoot.ins.CheckAllConflict();
                //}
                CurrentSelectObject = null;
            }

            //当前鼠标控制武器人物出生点移动
            if (CurrentSelectObject != null)
            {
                var type = CurrentSelectObject.GetComponent <MapObjectBase>();
                if ((type as MapObjectSpawnPoint != null) || (type as MapObjectWeaponSpawnPoint != null))
                {
                    var pos_pre = CurrentSelectObject.transform.position;

                    var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition()) + _position_delta;
                    pos.x = 0f;
                    CurrentSelectObject.transform.position = pos;
                    if (MapObjectRoot.ins.CheckConflict(CurrentSelectObject))
                    {
                        MapObjectRoot.ins.SetBrightAll(true);
                        CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(true);
                    }
                    else
                    {
                        MapObjectRoot.ins.SetBrightAll(false);
                    }
                    //move
                    if (CurrentSelectObject.transform.hasChanged)
                    {
                        //   MapObjectRoot.ins.CheckAllConflict();
                        CurrentSelectObject.transform.hasChanged = false;
                    }
                }
            }

            //拖动连续生成
            if (Input.touchCount > 0)
            {
                UnityEngine.Touch th = Input.GetTouch(0);
                if ((th.phase == TouchPhase.Moved) && !IsTouchUI._IsTouchUI)
                {
                    if (CurrentSelectObject != null)
                    {
                        if (MapObjectRoot.ins.TotalMapObjectCount > MAX_NUM)
                        {
                            if (UICommonDialog.ins != null)
                            {
                                UICommonDialog.ins.ShowOK("数量达到上限");
                            }
                        }
                        else
                        {
                            var pos = Camera.main.ScreenToWorldPoint(this.GetTouchPosition());
                            pos.x = 0f;
                            if (boundingBox != null)
                            {
                                //离上个物体足够距离了
                                if ((Mathf.Abs(boundingBox.center.y - pos.y) >= boundingBox.size.y) || (Mathf.Abs(boundingBox.center.z - pos.z) >= boundingBox.size.z))
                                {
                                    var obj = MapObjectRoot.ins.CreateObject(CurrentSelectObject.name, LayerMgr.ins.GetCurLayerTransform());
                                    obj.transform.position = pos;

                                    CurrentSelectObject = obj;
                                    boundingBox.center  = pos;

                                    return;
                                }
                            }
                        }
                    }
                }
            }
        }
예제 #5
0
        //编辑器下允许连续 增加物件
        public void UpdateWithAdded(Vector3 touchPos)
        {
            if (true)
            {
                var        ray = Camera.main.ScreenPointToRay(touchPos);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 30000f, mask))
                {// hit somethig
                    if (CurrentSelectObject != null)
                    {
                        CurrentSelectObject.GetComponentFully <MapObjectBase>().SetBright(false);
                    }
                    if (hit.collider.gameObject.GetComponentFully <MapObjectBase>() != null)
                    {
                        CurrentSelectObject = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject;

                        //如果选中普通的组件,开始计时长按
                        if ((CurrentSelectObject.GetComponent <MapObjectWeaponSpawnPoint>() == null) &&
                            (CurrentSelectObject.GetComponent <MapObjectSpawnPoint>() == null))
                        {
                            this.BeginMapObjectPressed();
                        }
                    }

                    /* if (hit.collider.gameObject.GetComponentFully<MapObjectDecorate>() != null)
                     * {
                     *   CurrentSelectObject = hit.collider.gameObject;
                     * }*/

                    _position_delta = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject.transform.position - Camera.main.ScreenToWorldPoint(touchPos);
                    pos_begin_touch = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject.transform.position;
                    // Debug.LogError("hit " + hit.collider.gameObject.name + "    " + CurrentSelectObject.gameObject.name);

                    this.CurrentSelectWeapon = CurrentSelectObject.GetComponent <MapObjectWeaponSpawnPoint>();
                    if (this.CurrentSelectWeapon != null)
                    {//sync view
                        var dlg = MapEditorUIMgr.ins.GetPanel <UIPanelMapEditorDown>();
                        if (dlg != null)
                        {
                            dlg.Sync(this.CurrentSelectWeapon);
                        }
                        foreach (var p in CurrentSelectObject.transform.parent.GetComponentsInChildren <MapObjectWeaponSpawnPoint>())
                        {
                            p.transform.GetChild(0).gameObject.SetActive(false);
                        }
                        CurrentSelectWeapon.transform.GetChild(0).gameObject.SetActive(true);
                        MapObjectRoot.ins.CheckAllConflict();
                        if (UITips.ins != null)
                        {
                            int order = CurrentSelectWeapon.GetComponent <MapObjectWeaponSpawnPoint>().Order;
                            if (order > 0)
                            {
                                UITips.ins.ShowTips("您正在设置武器" + order + "出生点枪支,请点击底部枪械设置。");
                            }
                            else
                            {
                                UITips.ins.ShowTips("您正在设置武器出生点枪支,请点击底部枪械设置。");
                            }
                        }
                    }
                }
                else
                {
                    this.CurrentSelectWeapon = null;// if hit nothing  will cancel weapon spawn point select status
                    if (CurrentSelectObject != null)
                    {
                        CurrentSelectObject.GetComponent <MapObjectBase>().SetBright(false);
                    }
                    // not hit some thind  -   if select  then added

                    if (this.currentSelectId > 0)
                    {
                        if (!this.IsExceedMaxObjectCount(this.currentSelectId))
                        {
                            //   if (root.CurrentStep == MapEditorStep.MapObject)
                            {
                                ///////////////////////////////////////////////
                                //点击空地时创建

                                var pos = Camera.main.ScreenToWorldPoint(touchPos);
                                // pos.x = 0f;
                                pos.x = EditorLayerMgr.ins.GetCurLayerTransform().position.x;

                                if (MapObjectRoot.ins.OnPreCreateObject(pos, this.currentSelectId))
                                {
                                    var obj = MapObjectRoot.ins.CreateObjectById(this.currentSelectId, EditorLayerMgr.ins.GetCurLayerTransform());
                                    //      Debug.LogError(pos);
                                    obj.transform.position = pos;

                                    //因组件规格的不一致,层节点X方向20倍的缩放 默认创建后有得组件的localscalX为0.05 有得localscaleZ为0.05,
                                    //要得到缩放的效果对应的方向localscale必须归一化(多个方向都必须考虑)
                                    Vector3 scale = new Vector3(obj.transform.localScale.x, obj.transform.localScale.y, obj.transform.localScale.z);
                                    scale = this.CheckLocslScale(scale);
                                    obj.transform.localScale = scale;

                                    MapObjectRoot.ins.OnPostCreateObject(obj);
                                    MapObjectRoot.ins.PlayClickEffect(obj.transform.position);
                                    CurrentSelectObject = obj;
                                    //计算包围盒, 有"main"子节点就按main计算,没有就按整个计算
                                    var objMain = CurrentSelectObject.transform.Find("main");
                                    if (objMain != null)
                                    {
                                        boundingBox = objMain.gameObject.CalculateBounds();
                                    }
                                    else
                                    {
                                        boundingBox = CurrentSelectObject.CalculateBounds();
                                    }
                                }

                                _position_delta = Vector3.zero;

                                return;
                            }
                        }
                    }
                }
            }
        }
예제 #6
0
        //拖动跟随或连续生成
        public void OnDragMoveOrAdd(Vector3 touchPos)
        {
            var        ray = Camera.main.ScreenPointToRay(touchPos);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit, 30000f, mask))
            {
                // hit somethig
                if (CurrentSelectObject != null)
                {
                    CurrentSelectObject.GetComponentFully <MapObjectBase>().SetBright(false);
                }

                if (hit.collider.gameObject.GetComponentFully <MapObjectBase>() != null)
                {
                    CurrentSelectObject = hit.collider.gameObject.GetComponentFully <MapObjectBase>().gameObject;
                }
            }

            //拖动连续生成
            if ((CurrentSelectObject != null) && (CurrentSelectObject.GetComponent <MapObjectSpawnPoint>() == null) && (CurrentSelectObject.GetComponent <MapObjectWeaponSpawnPoint>() == null))
            {
                if (!this.IsExceedMaxObjectCount(this.currentSelectId))
                {
                    var pos = Camera.main.ScreenToWorldPoint(touchPos);
                    //pos.x = 0f;
                    pos.x = EditorLayerMgr.ins.GetCurLayerTransform().position.x;
                    if (boundingBox != null)
                    {
                        //竖直方向超过足够距离
                        if (Mathf.Abs(boundingBox.center.y - pos.y) >= boundingBox.size.y)
                        {
                            if (pos.y > boundingBox.center.y)
                            {
                                pos.y = boundingBox.center.y + boundingBox.size.y;
                                if (boundingBox.size.y < 1)
                                {
                                    pos.y = boundingBox.center.y + 1;
                                }
                                else
                                {
                                    pos.y = boundingBox.center.y + boundingBox.size.y;
                                }
                            }
                            else
                            {
                                if (boundingBox.size.y < 1)
                                {
                                    pos.y = boundingBox.center.y - 1;
                                }
                                else
                                {
                                    pos.y = boundingBox.center.y - boundingBox.size.y;
                                }
                            }

                            if (MapObjectRoot.ins.OnPreCreateObject(pos, this.currentSelectId))
                            {
                                if (this.currentSelectId > 0)
                                {
                                    var obj = MapObjectRoot.ins.CreateObjectById(this.currentSelectId, EditorLayerMgr.ins.GetCurLayerTransform());
                                    obj.transform.position = pos;
                                    //因组件规格的不一致,层节点X方向20倍的缩放 默认创建后有得组件的localscalX为0.05 有得localscaleZ为0.05,
                                    //要得到缩放的效果对应的方向localscale必须归一化(多个方向都必须考虑)
                                    Vector3 scale = new Vector3(obj.transform.localScale.x, obj.transform.localScale.y, obj.transform.localScale.z);
                                    scale = this.CheckLocslScale(scale);
                                    obj.transform.localScale = scale;
                                    MapObjectRoot.ins.OnPostCreateObject(obj);
                                    MapObjectRoot.ins.PlayClickEffect(obj.transform.position);
                                    CurrentSelectObject = obj;
                                    boundingBox.center  = obj.transform.position;
                                }
                            }
                            else
                            {
                                boundingBox.center = pos;
                            }
                        }
                        //水平方向超过足够距离
                        else if (Mathf.Abs(boundingBox.center.z - pos.z) >= boundingBox.size.z)
                        {
                            if (pos.z > boundingBox.center.z)
                            {
                                if (boundingBox.size.z < 1)
                                {
                                    pos.z = boundingBox.center.z + 1;
                                }
                                else
                                {
                                    pos.z = boundingBox.center.z + boundingBox.size.z;
                                }
                            }
                            else
                            {
                                if (boundingBox.size.z < 1)
                                {
                                    pos.z = boundingBox.center.z - 1;
                                }
                                else
                                {
                                    pos.z = boundingBox.center.z - boundingBox.size.z;
                                }
                            }

                            if (MapObjectRoot.ins.OnPreCreateObject(pos, this.currentSelectId))
                            {
                                if (this.currentSelectId > 0)
                                {
                                    var obj = MapObjectRoot.ins.CreateObjectById(this.currentSelectId, EditorLayerMgr.ins.GetCurLayerTransform());
                                    obj.transform.position = pos;
                                    //因组件规格的不一致,层节点X方向20倍的缩放 默认创建后有得组件的localscalX为0.05 有得localscaleZ为0.05,
                                    //要得到缩放的效果对应的方向localscale必须归一化(多个方向都必须考虑)
                                    Vector3 scale = new Vector3(obj.transform.localScale.x, obj.transform.localScale.y, obj.transform.localScale.z);
                                    scale = this.CheckLocslScale(scale);
                                    obj.transform.localScale = scale;

                                    MapObjectRoot.ins.OnPostCreateObject(obj);
                                    MapObjectRoot.ins.PlayClickEffect(obj.transform.position);
                                    CurrentSelectObject = obj;
                                    boundingBox.center  = obj.transform.position;
                                }
                            }
                            else
                            {
                                boundingBox.center = pos;
                            }
                        }
                    }
                }
            }
        }