예제 #1
0
 public GridUnit(BattleMap battleMap, int row, int column)
 {
     //gridType = GridType.None;
     m_GridAttribute = new GridAttribute();
     this.battleMap  = battleMap;
     this.row        = row;
     this.column     = column;
 }
예제 #2
0
        public static BattleMap ReadBattleMapFromXML(string xmlFilePath)
        {
            TextAsset xmlfile = Resources.Load(xmlFilePath) as TextAsset;

            if (!xmlfile)
            {
                UtilityHelper.LogFormat("Load {0} xml file failed!", xmlFilePath);
                return(null);
            }

            int mapWidth  = 0;
            int mapHeight = 0;

            GridUnit[,] gridMap = null;

            XmlDocument xmlDoc = new XmlDocument();

            xmlDoc.LoadXml(xmlfile.text);
            XmlNodeList xmlNodeList = xmlDoc.SelectSingleNode("MapBaseMsg").ChildNodes;
            XmlNodeList mapMsgList  = null;

            foreach (XmlElement xmlElement in xmlNodeList)
            {
                switch (xmlElement.Name)
                {
                case ("Width"):
                    mapWidth = Convert.ToInt32(xmlElement.InnerText);
                    break;

                case ("Height"):
                    mapHeight = Convert.ToInt32(xmlElement.InnerText);
                    break;

                case ("GridMsg"):
                    mapMsgList = xmlElement.ChildNodes;
                    break;
                }
            }

            BattleMap battleMap = new BattleMap(mapWidth, mapHeight);

            foreach (XmlElement gridUnitInfo in mapMsgList)
            {
                int           posX = 0, posY = 0;
                GridAttribute gridAttribute = new GridAttribute();
                foreach (XmlElement xmlElement in gridUnitInfo.ChildNodes)
                {
                    switch (xmlElement.Name)
                    {
                    case ("PosX"):
                        posX = Convert.ToInt32(xmlElement.InnerText);
                        break;

                    case ("PosY"):
                        posY = Convert.ToInt32(xmlElement.InnerText);
                        break;

                    case ("Name"):
                        gridAttribute.m_Name = Convert.ToString(xmlElement.InnerText);
                        break;

                    case ("Avoid"):
                        gridAttribute.m_Avoid = Convert.ToSingle(xmlElement.InnerText);
                        break;

                    case ("Defense"):
                        gridAttribute.m_Defense = Convert.ToSingle(xmlElement.InnerText);
                        break;

                    case ("Height"):
                        gridAttribute.m_Height = Convert.ToSingle(xmlElement.InnerText);
                        break;

                    case ("MaxPassVolume"):
                        gridAttribute.m_MaxPassVolume = Convert.ToSingle(xmlElement.InnerText);
                        break;

                    case ("CrossCost"):
                        gridAttribute.m_CrossCost = Convert.ToSingle(xmlElement.InnerText);
                        break;

                    case ("GridType"):
                        gridAttribute.SetGridType(Convert.ToString(xmlElement.InnerText));
                        break;
                    }
                }
                GridUnit gridUnit = battleMap.mapGrids[posX - 1, posY - 1];
                if (gridUnit == null)
                {
                    gridUnit = new GridUnit(battleMap, posY - 1, posX - 1);
                    battleMap.mapGrids[posX - 1, posY - 1] = gridUnit;
                }
                gridUnit.column          = posX - 1;
                gridUnit.row             = posY - 1;
                gridUnit.m_GridAttribute = gridAttribute;
                gridUnit.localPosition   = new Vector3(posX * EGameConstL.Map_GridWidth, -posY * EGameConstL.Map_GridOffsetY, 0);

                if (gridUnit.m_GridAttribute.m_GridType == GridType.Normal)
                {
                    battleMap.normalGrids.Add(gridUnit);
                }
                else if (gridUnit.m_GridAttribute.m_GridType == GridType.Obstacle)
                {
                    battleMap.obstacleGrids.Add(gridUnit);
                }
            }

            return(battleMap);
        }