using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; [CreateAssetMenu(fileName = "HomeMapSO", menuName = "GameData/HomeMap")] public class HomeMapSO : ScriptableObject { public Vector2Int mapSize = new Vector2Int(10, 10); public List gridList = new List(); // enum public enum RoomType { None = 0, PlaceholderRoom = 1, StatueRoom = 2, AreaRoom = 3, CageRoom = 4, SingleRoom = 5, } [System.Serializable] public class GridData // 每个格子的数据 { public Vector2Int position; public bool hasRoom = false; public int roomID = 0; public RoomType roomType = RoomType.None; } private readonly GridData null_grid_data = new GridData { position = new Vector2Int(0, 0), hasRoom = true }; public bool m_recv_judge_room_placeholder_is_trigger(Vector2Int build_position, List placeholder_position_list = null) { if (placeholder_position_list == null) return false; foreach (Vector2Int placeholder_position in placeholder_position_list) { if (m_self_get_grid_data_by_position(build_position + placeholder_position).hasRoom) return true; } return false; } public void m_recv_initialize_map_data() { gridList.Clear(); for (var x = -mapSize.x; x <= mapSize.x + 1; x++) // 创建地图数据 x + 1 保证默认房间两侧对称 { for (var y = -mapSize.y; y <= mapSize.y; y++) { gridList.Add(new GridData { position = new Vector2Int(x, y) }); } } } // 获取某个位置的数据 private GridData m_self_get_grid_data_by_position(Vector2Int position) { if (position.x < -mapSize.x || position.x > mapSize.x || position.y < -mapSize.y || position.y > mapSize.y) { return null_grid_data; } return gridList.Find(item => item.position == position); } // 通过has_room字段来获取数据 public List m_recv_get_position_by_has_room() { return gridList.FindAll(item => item.hasRoom).ConvertAll(item => item.position); } public void m_recv_create_a_room(Vector2Int position, MapPlacerItem map_placer_item) { if (map_placer_item.m_recv_get_placeholder_position_list().Count > 0) { foreach (var item in map_placer_item.m_recv_get_placeholder_position_list()) { mm_self_create_a_room(item + position, RoomType.PlaceholderRoom); } } mm_self_create_a_room(position, map_placer_item.roomType); return; void mm_self_create_a_room(Vector2Int _position, RoomType _room_type) { GridData grid = m_self_get_grid_data_by_position(_position); grid.hasRoom = true; grid.roomType = _room_type; grid.roomID = mmm_self_general_id(position); } int mmm_self_general_id(Vector2Int _position) // 生成id { string id_string = $"{_position.x}{_position.y}"; bool is_negative = id_string.Contains("-"); id_string = id_string.Replace("-", ""); id_string = int.Parse(id_string).ToString("D5"); id_string = $"1{id_string}"; int id = int.Parse(id_string); if (is_negative) id = -id; return id; } } }