示例#1
0
    /// <summary>
    /// 点击退出设置按钮
    /// </summary>
    public void ExitSetting_Click()
    {
        if (nowUIFocus)
        {
            nowUIFocus.LostForcus();
        }
        bigMapOperateState = EnumBigMapOperateState.OperateMap;
        //根据当前的设置更新状态
        UIFocusDropdown thisFocus = uiFocusPath.NewUIFocusArray.Where(temp => string.Equals(temp.Tag, "SceneDropDown")).FirstOrDefault() as UIFocusDropdown;

        if (thisFocus != null)
        {
            int index = thisFocus.dropdown.value;
            if (index >= 0)
            {
                SceneData       sceneData       = DataCenter.Instance.GetMetaData <SceneData>();
                SceneDataInfo[] sceneDataInfos  = sceneData.GetAllSceneData();
                List <string>   sceneNameList   = sceneDataInfos.Where(temp => temp.SceneAction == EnumSceneAction.Game).Select(temp => temp.SceneName).ToList();
                string          selectSceneName = sceneNameList[index];
                if (!string.Equals(nowSceneName, selectSceneName))//当前地图显示的和选择的场景不一致则重新载入
                {
                    MapData     mapData     = DataCenter.Instance.GetMetaData <MapData>();
                    MapDataInfo mapDataInfo = mapData[selectSceneName];
                    if (mapDataInfo != null)
                    {
                        mapDataInfo.Load();
                        PlayerState playerState   = DataCenter.Instance.GetEntity <PlayerState>();
                        Sprite      mapMaskSprite = playerState.GetSceneMapMaskSprite(selectSceneName, mapDataInfo.MapSprite);
                        ResetMap(mapDataInfo.MapSprite, mapMaskSprite, mapDataInfo.SceneRect, selectSceneName);
                    }
                }
            }
        }
    }
示例#2
0
    private void OnGUI()
    {
        EditorGUILayout.BeginHorizontal();
        //左侧具体的场景
        EditorGUILayout.BeginVertical(GUILayout.Width(135));
        if (GUILayout.Button("保存"))
        {
            string valueText = SerializeNow(sceneToMapDataDic);
            File.WriteAllText(dataDirectoryPath + "/Map.txt", valueText, Encoding.UTF8);
            EditorUtility.DisplayDialog("保存数据", "保存成功!", "确认");
        }
        EditorGUILayout.LabelField("场景名");
        tempSceneName = EditorGUILayout.TextField(tempSceneName);
        if (!string.IsNullOrEmpty(tempSceneName))
        {
            if (!sceneToMapDataDic.ContainsKey(tempSceneName))
            {
                if (GUILayout.Button("添加"))
                {
                    if (EditorUtility.DisplayDialog("提示!", "是否添加该场景的数据", "确认添加", "取消添加"))
                    {
                        sceneToMapDataDic.Add(tempSceneName, new MapDataInfo());
                    }
                }
            }
        }
        EditorGUILayout.Space();
        leftScroll = EditorGUILayout.BeginScrollView(leftScroll);
        KeyValuePair <string, MapDataInfo>[] values = new KeyValuePair <string, MapDataInfo> [0];
        if (string.IsNullOrEmpty(tempSceneName))
        {
            values = sceneToMapDataDic.OfType <KeyValuePair <string, MapDataInfo> >().ToArray();
        }
        else
        {
            values = sceneToMapDataDic.Where(temp => temp.Key.Contains(tempSceneName)).ToArray();
        }
        foreach (KeyValuePair <string, MapDataInfo> value in values)
        {
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("×", GUILayout.Width(20)))
            {
                if (EditorUtility.DisplayDialog("警告!", "是否删除该场景名的数据", "确认删除", "取消删除"))
                {
                    sceneToMapDataDic.Remove(value.Key);
                }
            }
            string newKey = EditorGUILayout.TextField(value.Key, GUILayout.Width(80));
            if (!string.Equals(value.Key, newKey) && !string.IsNullOrEmpty(newKey))
            {
                if (sceneToMapDataDic.ContainsKey(value.Key) && !sceneToMapDataDic.ContainsKey(newKey))
                {
                    sceneToMapDataDic.Remove(value.Key);
                    sceneToMapDataDic.Add(newKey, value.Value);
                }
            }
            bool isCheck = object.Equals(tempMapDataInfo, value.Value);
            isCheck = EditorGUILayout.Toggle(isCheck, GUILayout.Width(25));
            if (isCheck)
            {
                tempMapDataInfo = value.Value;
            }
            EditorGUILayout.EndHorizontal();
        }
        EditorGUILayout.EndScrollView();
        EditorGUILayout.EndVertical();

        //游戏详细的设置
        EditorGUILayout.BeginVertical();
        if (tempMapDataInfo != null && sceneToMapDataDic.ContainsValue(tempMapDataInfo))
        {
            string thisSceneName = sceneToMapDataDic.Where(temp => object.Equals(temp.Value, tempMapDataInfo)).Select(temp => temp.Key).FirstOrDefault();
            if (!string.IsNullOrEmpty(thisSceneName))
            {
                if (GUILayout.Button("刷新精灵库") && EditorUtility.DisplayDialog("请再次确认", "是否刷新?", "是", "否"))
                {
                    SpriteManager.Load();
                }
                ReflectUnit <MapDataInfo> mapDataInfoUnit = Entry.On(tempMapDataInfo);
                //设置场景名
                if (!string.Equals(tempMapDataInfo.SceneName, thisSceneName))
                {
                    mapDataInfoUnit.Field("sceneName", thisSceneName).End();
                }
                EditorGUILayout.LabelField("场景名:" + tempMapDataInfo.SceneName);
                //设置边界
                Rect sceneRect = EditorGUILayout.RectField("场景边界:", tempMapDataInfo.SceneRect);
                if (!Rect.Equals(sceneRect, tempMapDataInfo.SceneRect))
                {
                    mapDataInfoUnit.Set("SceneRect", sceneRect).End();
                }
                //设置地图图片
                tempMapDataInfo.Load();
                Sprite mapSprite = (Sprite)EditorGUILayout.ObjectField("场景的地图:", tempMapDataInfo.MapSprite, typeof(Sprite), true);
                if (!Sprite.Equals(mapSprite, tempMapDataInfo.MapSprite) && mapSprite != null)
                {
                    string mapSpriteID = SpriteManager.GetName(mapSprite);
                    mapDataInfoUnit.Field("mapSpriteID", mapSpriteID).End();
                    tempMapDataInfo.Load(true);
                }
            }
        }
        EditorGUILayout.EndVertical();
        EditorGUILayout.EndHorizontal();
    }
示例#3
0
 /// <summary>
 /// 更改场景
 /// </summary>
 /// <param name="sceneName">场景名</param>
 /// <param name="playerLocation">玩家的位置</param>
 /// <param name="LoadResultAction">加载结果回调</param>
 public void ChangedScene(string sceneName, Vector3 playerLocation, Action <bool> LoadResultAction = null)
 {
     GameRunType = EnumGameRunType.Start;//切换场景时当前的状态为开始状态
     //如果要切换的场景不是当前场景则加载场景
     if (SceneName != sceneName)
     {
         //保存原来地形的遮罩图
         if (!string.IsNullOrEmpty(SceneName))
         {
             playerState.SaveGetSceneMapMaskData(SceneName);
         }
         //开始加载
         UIChangeScene.Instance.LoadScene(sceneName, result =>
         {
             //自身调用初始化数据
             Debug.Log("需要调用自身的函数实现数据的初始化,如地图显示,npc位置等一系列的数据");
             //加载地图的图片以及遮罩资源
             IMapState iMapState     = GetEntity <IMapState>();
             MapData mapData         = DataCenter.Instance.GetMetaData <MapData>();
             MapDataInfo mapDataInfo = mapData[sceneName];
             if (mapDataInfo != null)
             {
                 mapDataInfo.Load();
                 iMapState.MapBackSprite  = mapDataInfo.MapSprite;
                 Sprite mapMaskSprite     = playerState.GetSceneMapMaskSprite(sceneName, mapDataInfo.MapSprite);
                 iMapState.MaskMapSprite  = mapMaskSprite;
                 iMapState.MapRectAtScene = mapDataInfo.SceneRect;
             }
             //初始化npc与npc的位置
             NPCData npcData            = DataCenter.Instance.GetMetaData <NPCData>();
             NPCDataInfo[] npcDataInfos = npcData.GetNPCDataInfos(sceneName);
             foreach (NPCDataInfo npcDataInfo in npcDataInfos)
             {
                 npcDataInfo.Load();//切换场景时有时候会导致游戏对象被删除,需要重新Load
             }
             //初始化采集点与采集点的位置
             StuffData stuffData            = DataCenter.Instance.GetMetaData <StuffData>();
             StuffDataInfo[] stuffDataInfos = stuffData.GetStuffDataInfos(sceneName);
             foreach (StuffDataInfo stuffDataInfo in stuffDataInfos)
             {
                 stuffDataInfo.Load();//切换场景时有时候会导致游戏对象被删除,需要重新Load
             }
             //初始化功能交互对象
             ActionInteractiveData actionInteractiveData            = DataCenter.Instance.GetMetaData <ActionInteractiveData>();
             ActionInteractiveDataInfo[] actionInteractiveDataInfos = actionInteractiveData.GetActionInteractiveDataInfos(sceneName);
             foreach (ActionInteractiveDataInfo actionInteractiveDataInfo in actionInteractiveDataInfos)
             {
                 actionInteractiveDataInfo.Load();//切换场景时有时候会导致游戏对象被删除,需要重新Load
             }
             //创建UI
             GameObject mainCanvasPrefab = Resources.Load <GameObject>("UI/MainCanvas");
             GameObject.Instantiate(mainCanvasPrefab);
             //创建玩家操纵的游戏对象
             GameObject playerPrefab = Resources.Load <GameObject>("Prefabs/Player");
             GameObject.Instantiate(playerPrefab);
             //更改过后修改玩家位置
             PlayerObj.transform.position = playerLocation;
             //回调
             if (LoadResultAction != null)
             {
                 LoadResultAction(result);
             }
             SceneName   = sceneName;
             GameRunType = EnumGameRunType.Safe;
             //场景变换回调
             Call <IGameState, Action <string, Vector3, Action <bool> > >(temp => temp.ChangedScene);
         });
     }
     else//如果不需要切换场景则直接更改玩家位置即可
     {
         UIChangeScene.Instance.MovePlayer(3, result =>
         {
             GameRunType = EnumGameRunType.Safe;
             //场景变换回调
             Call <IGameState, Action <string, Vector3, Action <bool> > >(temp => temp.ChangedScene);
         });
         //更改过后修改玩家位置
         PlayerObj.transform.position = playerLocation;
         //关闭当前按显示的UI
         IInteractiveState iInteractiveState = GameState.Instance.GetEntity <IInteractiveState>();
         iInteractiveState.ActionObj.SetActive(false);
     }
 }