/// <summary>
        /// 在地图的指定位置由预制体创建Tile
        /// 同时删除原有的Tile
        /// </summary>
        /// <param name="cellPos"></param>
        /// <param name="prefab"></param>
        public void CreateTileAt(Vector2Int cellPos, E_PrefabTile prefab)
        {
            DestroyTileImmediate(cellPos);
            var tile = E_PrefabTile.Create(prefab).SetMap(this).SetCellPos(cellPos);

            tileArray2D.SetByCoord(cellPos, tile);
        }
        /// <summary>
        /// 通过外部空间的坐标设置指定位置的Tile
        /// 当超出当前空间边界时,进行自动扩容
        /// </summary>
        /// <param name="coord"></param>
        /// <param name="tile"></param>
        public void SetByCoord(Vector2Int coord, E_PrefabTile tile)
        {
            if (IsOutOfCapacity(coord))
            {
                ExpandCapacity(coord);
            }

            var index = CoordToIndex(coord);

            array[index.x + index.y * capacity.x] = tile;
        }
        /// <summary>
        /// 每个维度单方向扩容至可以容纳outIndex索引
        /// 并保持原有外部坐标不发生变化
        /// </summary>
        /// <param name="outCoord"></param>
        private void ExpandCapacity(Vector2Int outCoord)
        {
            var outIndex = CoordToIndex(outCoord);
            // 计算扩充后的数组长宽及外部原点
            var newOriginIndex = originIndex;
            var sumIncrement   = new Vector2Int();

            if (outIndex.x >= capacity.x)
            {
                sumIncrement.x = outIndex.x - capacity.x + 1 + increment.x;
            }
            else if (outIndex.x < 0)
            {
                sumIncrement.x    = -outIndex.x + increment.x;
                newOriginIndex.x += sumIncrement.x;
            }

            if (outIndex.y >= capacity.y)
            {
                sumIncrement.y = outIndex.y - capacity.y + 1 + increment.y;
            }
            else if (outIndex.y < 0)
            {
                sumIncrement.y    = -outIndex.y + increment.y;
                newOriginIndex.y += sumIncrement.y;
            }

            var newCapacity = capacity + sumIncrement;
            var newArray    = new E_PrefabTile[newCapacity.x * newCapacity.y];

            // 转移原有的Tile
            for (int x = 0; x < newCapacity.x; x++)
            {
                for (int y = 0; y < newCapacity.y; y++)
                {
                    newArray[x + y * newCapacity.x] = GetByCoord(new Vector2Int(x, y) - newOriginIndex);
                }
            }

            // 更新属性
            array       = newArray;
            capacity    = newCapacity;
            originIndex = newOriginIndex;
        }
示例#4
0
 /// <summary>
 /// 创建
 /// </summary>
 /// <param name="prefab"></param>
 /// <returns></returns>
 public static E_PrefabTile Create(E_PrefabTile prefab)
 {
     if (prefab == null) return null;
     return (E_PrefabTile) PrefabUtility.InstantiatePrefab(prefab);
 }