示例#1
0
        /// <summary>
        /// Converts the give string to attribute value and set it to given node
        /// using attributeInfo.
        /// </summary>
        /// <param name="node">DomNode </param>
        /// <param name="attributeInfo">attributeInfo to set</param>
        /// <param name="valueString">The string representation of the attribute value</param>
        protected override void ReadAttribute(DomNode node, AttributeInfo attributeInfo, string valueString)
        {
            if (IsReferenceAttribute(attributeInfo))
            {
                // save reference so it can be resolved after all nodes have been read
                NodeReferences.Add(new XmlNodeReference(node, attributeInfo, valueString));
            }
            else if (!string.IsNullOrEmpty(valueString))
            {
                object value = attributeInfo.Type.Convert(valueString);

                if (value is Uri)
                {
                    //todo reference to objects in other documents must be made absolute using
                    //this Uri instead of resourceRoot.

                    // then convert it to absolute.
                    Uri ur = (Uri)value;
                    if (!ur.IsAbsoluteUri)
                    {
                        // todo use schema annotation to decide what to use
                        // for converting relative uri to absolute.
                        if (node.Type == Schema.gameReferenceType.Type ||
                            node.Type == Schema.gameObjectReferenceType.Type ||
                            LevelEditorXLE.Patches.IsReferenceType(node.Type))
                        {
                            string urStr     = ur.ToString();
                            int    fragIndex = urStr.LastIndexOf('#');
                            if (fragIndex == -1)
                            {
                                value = new Uri(Uri, ur);
                            }
                            else
                            {
                                string frag   = urStr.Substring(fragIndex);
                                string path   = urStr.Substring(0, fragIndex);
                                Uri    absUri = new Uri(Uri, path);
                                value = new Uri(absUri + frag);
                            }
                        }
                        else
                        {
                            value = new Uri(m_resourceRoot, ur);
                        }
                    }
                }
                node.SetAttribute(attributeInfo, value);
            }
        }
示例#2
0
    /// <summary>
    /// 生成地图
    /// </summary>
    void InitGrid()
    {
        Vector2 maxXY = levelGenerator.GetMaxXY();

        maxX = Mathf.CeilToInt(maxXY.x);
        maxY = Mathf.CeilToInt(maxXY.y);

        Vector2 minXY = levelGenerator.GetMinXY();

        minX = Mathf.CeilToInt(Mathf.Abs(minXY.x));
        minY = Mathf.CeilToInt(Mathf.Abs(minXY.y));

        maxX += minX;
        maxY += minY;

        grid = new Node[maxX + 1, maxY + 1];

        #region Render Cells
        foreach (GeneratorCell c in levelGenerator.cells)
        {
            for (int x = c.x; x <= c.x + c.width; x++)
            {
                for (int y = c.y; y <= c.y + c.height; y++)
                {
                    Node n = grid[x, y];
                    if (n == null)
                    {
                        n = CreatAt(x, y, false);
                    }

                    bool isWall = false;
                    if (x == c.x || x == c.x + c.width || y == c.y || y == c.y + c.height)
                    {
                        isWall = true;
                    }

                    n.isWall = isWall;

                    if (c.isBossRoom)
                    {
                        n.nodeReferences.render.sprite = bossGround;
                    }
                    if (isWall)
                    {
                        n.nodeReferences.render.sprite = wall;
                    }
                    else if (!isWall && !c.isBossRoom)
                    {
                        n.nodeReferences.render.sprite = ground;
                    }
                }
            }
        }
        #endregion

        #region Render Paths
        foreach (Path p in levelGenerator.paths)
        {
            foreach (BlockPath b in p.path)
            {
                int startX = Mathf.FloorToInt(b.start.x);
                int startY = Mathf.FloorToInt(b.start.y);
                int endX   = Mathf.CeilToInt(b.end.x);
                int endY   = Mathf.CeilToInt(b.end.y);

                int temp = startX;
                startX = Mathf.Min(startX, endX);
                endX   = Mathf.Max(endX, temp);

                temp   = startY;
                startY = Mathf.Min(startY, endY);
                endY   = Mathf.Max(endY, temp);

                for (int x = startX; x <= endX; x++)
                {
                    for (int y = startY; y <= endY; y++)
                    {
                        Node n = grid[x, y];
                        if (n == null)
                        {
                            n = CreatAt(x, y, false);
                        }
                        else
                        {
                            if (n.isWall)
                            {
                                n.isWall = false;
                                n.nodeReferences.render.sprite = ground;
                            }
                        }

                        AddPathWalls(x, y);

                        if (startY == endY)
                        {
                            int targetY = y + 1;
                            if (y == maxY)
                            {
                                targetY = y - 1;
                            }

                            Node nn = grid[x, targetY];
                            if (nn == null)
                            {
                                CreatAt(x, targetY, false);
                            }
                            else
                            {
                                if (nn.isWall)
                                {
                                    nn.isWall = false;
                                    nn.nodeReferences.render.sprite = ground;
                                }
                            }

                            AddPathWalls(x, targetY);
                        }
                    }
                }
            }
        }
        #endregion

        #region Add Items
        foreach (GeneratorCell c in levelGenerator.cells)
        {
            AddItemsOnRoom(c);
        }

        void AddItemsOnRoom(GeneratorCell c)
        {
            List <Vector2> itemsPos = new List <Vector2>();

            for (int x = c.x; x <= c.x + c.width; x++)
            {
                for (int y = c.y; y <= c.y + c.height; y++)
                {
                    Node n = grid[x, y];

                    bool isGround = false;
                    if (x > c.x + c.width / 4 &&
                        x < c.x + c.width * 3 / 4 &&
                        y > c.y + c.height / 4 &&
                        y < c.y + c.height * 3 / 4)
                    {
                        isGround = true;
                        itemsPos.Add(new Vector2(x, y));
                    }
                }
            }

            int rand = UnityEngine.Random.Range(0, itemsPos.Count);
            int posX = Mathf.CeilToInt(itemsPos[rand].x);
            int posY = Mathf.CeilToInt(itemsPos[rand].y);

            Node nn = grid[posX, posY];

            nn   = new Node();
            nn.x = posX;
            nn.y = posY;

            GameObject     go        = Instantiate(nodePrefab);
            Vector3        targetPos = Vector3.zero;
            NodeReferences nr        = go.GetComponent <NodeReferences>();

            nn.nodeReferences = nr;

            targetPos.x = itemsPos[rand].x * scale;
            targetPos.y = itemsPos[rand].y * scale;
            targetPos.z = itemsPos[rand].y;
            nn.worldPos = targetPos;

            go.transform.position = targetPos;
            go.transform.parent   = transform;
            grid[posX, posY]      = nn;

            nn.nodeReferences.CreatItems();
        }

        #endregion

        Node CreatAt(int x, int y, bool isWall)
        {
            Node n = grid[x, y];

            if (n == null)
            {
                n   = new Node();
                n.x = x;
                n.y = y;

                GameObject     go        = Instantiate(nodePrefab);
                Vector3        targetPos = Vector3.zero;
                NodeReferences nr        = go.GetComponent <NodeReferences>();
                n.nodeReferences = nr;

                targetPos.x = x * scale;
                targetPos.y = y * scale;
                targetPos.z = y;
                n.worldPos  = targetPos;

                go.transform.position = targetPos;
                go.transform.parent   = transform;
                grid[x, y]            = n;
            }

            n.isWall = isWall;

            if (isWall)
            {
                n.nodeReferences.render.sprite = wall;
            }
            else
            {
                n.nodeReferences.render.sprite = ground;
            }

            return(n);
        }

        void AddPathWalls(int x, int y)
        {
            //上
            if (y < maxY)
            {
                Node n = grid[x, y + 1];
                if (n == null)
                {
                    CreatAt(x, y + 1, true);
                }
            }

            //下
            if (y > 0)
            {
                Node n = grid[x, y - 1];
                if (n == null)
                {
                    CreatAt(x, y - 1, true);
                }
            }

            //左
            if (x > 0)
            {
                Node n = grid[x - 1, y];
                if (n == null)
                {
                    CreatAt(x - 1, y, true);
                }
            }

            //右
            if (x < maxX)
            {
                Node n = grid[x + 1, y];
                if (n == null)
                {
                    CreatAt(x + 1, y, true);
                }
            }
        }
    }