2025-10-15 00:36:54 +08:00

146 lines
5.8 KiB
C#

// using System;
// using System.Collections;
// using System.Collections.Generic;
// using UnityEditor;
// using UnityEditor.SceneManagement;
// using UnityEngine;
// using UnityEngine.UIElements;
//
// public class MapBuildPlacer : MonoBehaviour
// {
// [HideInInspector] public GameObject startPositionObject; // 坐标起始点
// [HideInInspector] public float cellSize = 2; // 单元格大小
// [HideInInspector] public Camera mainCamera;
// [HideInInspector] public MapListener mapListener;
//
// private Collider2D hit_oldest;
// private Color sprite_render_color;
// private readonly Color sprite_render_unable_color = new Color32(166, 73, 73, 255);
// private SpriteRenderer sprite_render_children;
// private MapBuildableCell snap_grid; // 吸附的格子
// private bool is_trigger_with_has_build = false;
// private bool isSnap = false;
// private GameObject render_container;
// private Vector2Int snap_grid_position_for_SO = Vector2Int.zero; // SO的坐标数据 , 不是世界坐标
// private Transform UIContainer;
// private LayerMask buildable_layer;
// private MapPlacerItem map_placer_item;
//
// private void Awake()
// {
// gameObject.AddComponent<Rigidbody2D>().isKinematic = true;
// map_placer_item = gameObject.GetComponent<MapPlacerItem>();
// }
//
// private void Start()
// {
// render_container = transform.Find("RenderContainer").gameObject;
// sprite_render_children = transform.Find("RenderContainer/RoomSpriteRender").GetComponent<SpriteRenderer>();
// UIContainer = transform.Find("RenderContainer/UI");
// sprite_render_color = sprite_render_children.color;
// foreach (Transform ui_child in UIContainer.transform)
// {
// ui_child.GetComponent<SpriteRenderer>().color = Color.green;
// }
//
// buildable_layer = 1 << LayerMask.NameToLayer("BuildableCell");
// }
//
// private void Update()
// {
// // render_container.SetActive(); // 设置吸附状态的响应
// self_move_with_mouse_with_ray();
// }
//
// // private void self__trigger_with_already_build(MapBuildableCell snap_grid)
// // {
// // switch (buildRoomType)
// // {
// // case HomeMapSO.RoomType.CageRoom:
// // Vector2Int snap_position_ = _self_get_snap_position();
// // // is_trigger_with_has_build =
// // // mapListener.m_send_SOMap_get_placeholder_area_has_room(snap_position_, buildRoomType);
// // break;
// // default:
// // break;
// // }
// //
// // Vector2Int _self_get_snap_position() => snap_grid.m_recv_get_grid_position_with_vector2();
// // }
//
// // 跟随鼠标移动使用射线检测
// private void self_move_with_mouse_with_ray()
// {
// Vector3 mouse_world_position = mainCamera.ScreenToWorldPoint(Input.mousePosition);
// mouse_world_position.z = 0;
// RaycastHit2D hit = Physics2D.Raycast(
// origin: mouse_world_position,
// direction: Vector2.zero,
// distance: 0.1f,
// layerMask: buildable_layer);
// if (hit.collider) // 射线检测到格子, 吸附到格子坐标
// {
// if (hit.collider != hit_oldest) // 射线检测到的格子发生变化
// {
// snap_grid = hit.collider.GetComponent<MapBuildableCell>();
// hit_oldest = hit.collider;
// }
//
// mm_self_gameobject_snap_move();
// }
// else
// {
// mm_self_gameobject_free_move();
// }
//
// return;
//
// void mm_self_gameobject_snap_move() // 射线检测到格子, 吸附到格子坐标
// {
// Vector3 snap_grid_position = startPositionObject.transform.position +
// snap_grid.m_recv_get_grid_position_with_vector3() * cellSize;
// transform.position = snap_grid_position;
// isSnap = true;
// snap_grid_position_for_SO = snap_grid.m_recv_get_grid_position_with_vector2();
// is_trigger_with_has_build = mapListener.m_send_SOMap_trigger_placeholder_area_has_room(
// snap_grid_position_for_SO, map_placer_item
// );
// sprite_render_children.color = is_trigger_with_has_build ? sprite_render_unable_color : sprite_render_color; // 更改SR颜色
// }
//
// void mm_self_gameobject_free_move() // 射线没有检测到格子, 自由移动
// {
// sprite_render_children.color = sprite_render_unable_color; // 更改sr为不可建造的颜色
// transform.position = mouse_world_position;
// isSnap = false;
// is_trigger_with_has_build = true;
// snap_grid_position_for_SO = Vector2Int.zero;
// }
// }
//
// public Vector2Int m_recv_placer_get_snap_grid_position_for_SO() => snap_grid_position_for_SO;
//
// public bool m_recv_placer_is_snap_to_grid() => isSnap;
//
// public bool m_recv_is_trigger_with_has_build() => is_trigger_with_has_build;
//
// // private void self_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)
// // {
// // self_on_trigger_event(other, true);
// // }
// //
// // private void OnTriggerExit2D(Collider2D other)
// // {
// // self_on_trigger_event(other, false);
// // }
// }