136 lines
4.5 KiB
C#
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapBuildPlacer : MonoBehaviour
{
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[HideInInspector] public HomeMapSO SO_HomeMap; // 地图SO数据
[HideInInspector] public GameObject startPositionObject; // 坐标起始点
[HideInInspector] public int cellSize = 2; // 单元格大小
[HideInInspector] public Camera mainCamera;
[Tooltip("可建造格子的图层")] public LayerMask buildableCellLayer;
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private Color spriteRenderColor;
private SpriteRenderer spriteRenderChildren;
private MapBuildableCell adsorb_component;
private bool is_trigger_with_has_build = false;
private SpriteRenderer stopUI_sprite_render;
private bool isSnaping = false;
private void Start()
{
spriteRenderChildren = transform.GetChild(0).GetComponent<SpriteRenderer>();
spriteRenderColor = spriteRenderChildren.color;
stopUI_sprite_render = spriteRenderChildren.transform.Find("StopUI").GetComponent<SpriteRenderer>();
}
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private void Update()
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{
// m_move_with_mouse_with_overlay();
m_move_with_mouse_with_ray();
}
// 跟随鼠标移动使用射线检测
private void m_move_with_mouse_with_ray()
{
// 获取鼠标的世界坐标
Vector3 mouse_world_position = mainCamera.ScreenToWorldPoint(Input.mousePosition);
mouse_world_position.z = 0;
// 射线检测
RaycastHit2D hit = Physics2D.Raycast(
origin: mouse_world_position,
direction: Vector2.zero,
distance: 0.1f,
layerMask: buildableCellLayer);
// 命中格子
if (hit.collider)
{
// 吸附到格子坐标
adsorb_component = hit.collider.GetComponent<MapBuildableCell>();
Vector3 adsorb_position = startPositionObject.transform.position +
adsorb_component.get_grid_position_with_vector3() * cellSize;
transform.position = adsorb_position;
isSnaping = true;
// 判断是否与以建造的建筑物触发器接触
if (is_trigger_with_has_build == false)
{
// 更改颜色并取消激活边框
spriteRenderChildren.color = spriteRenderColor;
stopUI_sprite_render.enabled = false;
}
}
else
{
// 鼠标不在格子上时触发, 还原默认状态
if (adsorb_component)
{
stopUI_sprite_render.enabled = true;
adsorb_component = null;
}
isSnaping = false;
// 没有命中格子, 自由移动
transform.position = mouse_world_position;
// 更改颜色并激活边框
spriteRenderChildren.color = new Color32(166, 73, 73, 215);
}
}
public bool get_placer_is_snap() => isSnaping;
// trigger
private void m_on_trigger_event(Collider2D other, bool status)
{
// 检测是否与某个图层的碰撞器相交
if (other.gameObject.layer == LayerMask.NameToLayer("AlreadyBuild"))
{
is_trigger_with_has_build = status;
}
}
private void OnTriggerStay2D(Collider2D other)
{
m_on_trigger_event(other, true);
}
private void OnTriggerEnter2D(Collider2D other)
{
m_on_trigger_event(other, true);
}
private void OnTriggerExit2D(Collider2D other)
{
m_on_trigger_event(other, false);
}
// 跟随鼠标移动使用overlay方法
private void m_move_with_mouse_with_overlay()
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{
// 跟随鼠标移动
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Vector3 mouse_world_position = mainCamera.ScreenToWorldPoint(Input.mousePosition);
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mouse_world_position.z = 0;
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// 碰撞器射线检测
Collider2D hit = Physics2D.OverlapPoint(mouse_world_position,
LayerMask.GetMask("BuildableCell"));
if (hit)
{
MapBuildableCell adsorb_component = hit.GetComponent<MapBuildableCell>();
if (adsorb_component)
{
// 鼠标在格子上时触发, 吸附到格子的坐标上
transform.position = startPositionObject.transform.position +
adsorb_component.get_grid_position_with_vector3() * cellSize;
}
}
else
{
// 没有检测到格子, 自由移动
transform.position = mouse_world_position;
}
}
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}