146 lines
5.4 KiB
C#
146 lines
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.UIElements;
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public class MapBuildPlacer : MonoBehaviour
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{
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[HideInInspector] public GameObject startPositionObject; // 坐标起始点
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[HideInInspector] public float cellSize = 2; // 单元格大小
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[HideInInspector] public Camera mainCamera;
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[HideInInspector] public MapListener mapListener;
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private Collider2D hit_oldest;
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private Color sprite_render_color;
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private readonly Color sprite_render_unable_color = new Color32(166, 73, 73, 255);
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private SpriteRenderer sprite_render_children;
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private MapBuildableCell snap_grid; // 吸附的格子
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private bool is_trigger_with_has_build = false;
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private bool isSnap = false;
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private GameObject render_container;
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private Vector2Int snap_grid_position_for_SO = Vector2Int.zero; // SO的坐标数据 , 不是世界坐标
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private Transform UIContainer;
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private LayerMask buildable_layer;
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private MapPlacerItem map_placer_item;
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private void Awake()
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{
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gameObject.AddComponent<Rigidbody2D>().isKinematic = true;
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map_placer_item = gameObject.GetComponent<MapPlacerItem>();
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}
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private void Start()
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{
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render_container = transform.Find("RenderContainer").gameObject;
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sprite_render_children = transform.Find("RenderContainer/RoomSpriteRender").GetComponent<SpriteRenderer>();
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UIContainer = transform.Find("RenderContainer/UI");
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sprite_render_color = sprite_render_children.color;
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foreach (Transform ui_child in UIContainer.transform)
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{
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ui_child.GetComponent<SpriteRenderer>().color = Color.green;
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}
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buildable_layer = 1 << LayerMask.NameToLayer("BuildableCell");
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}
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private void Update()
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{
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// render_container.SetActive(); // 设置吸附状态的响应
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self_move_with_mouse_with_ray();
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}
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// private void self__trigger_with_already_build(MapBuildableCell snap_grid)
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// {
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// switch (buildRoomType)
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// {
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// case HomeMapSO.RoomType.CageRoom:
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// Vector2Int snap_position_ = _self_get_snap_position();
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// // is_trigger_with_has_build =
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// // mapListener.m_send_SOMap_get_placeholder_area_has_room(snap_position_, buildRoomType);
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// break;
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// default:
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// break;
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// }
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//
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// Vector2Int _self_get_snap_position() => snap_grid.m_recv_get_grid_position_with_vector2();
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// }
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// 跟随鼠标移动使用射线检测
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private void self_move_with_mouse_with_ray()
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{
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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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RaycastHit2D hit = Physics2D.Raycast(
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origin: mouse_world_position,
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direction: Vector2.zero,
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distance: 0.1f,
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layerMask: buildable_layer);
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if (hit.collider) // 射线检测到格子, 吸附到格子坐标
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{
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if (hit.collider != hit_oldest) // 射线检测到的格子发生变化
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{
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snap_grid = hit.collider.GetComponent<MapBuildableCell>();
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hit_oldest = hit.collider;
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}
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mm_self_gameobject_snap_move();
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}
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else
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{
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mm_self_gameobject_free_move();
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}
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return;
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void mm_self_gameobject_snap_move() // 射线检测到格子, 吸附到格子坐标
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{
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Vector3 snap_grid_position = startPositionObject.transform.position +
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snap_grid.m_recv_get_grid_position_with_vector3() * cellSize;
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transform.position = snap_grid_position;
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isSnap = true;
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snap_grid_position_for_SO = snap_grid.m_recv_get_grid_position_with_vector2();
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is_trigger_with_has_build = mapListener.m_send_SOMap_trigger_placeholder_area_has_room(
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snap_grid_position_for_SO, map_placer_item
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);
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sprite_render_children.color = is_trigger_with_has_build ? sprite_render_unable_color : sprite_render_color; // 更改SR颜色
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}
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void mm_self_gameobject_free_move() // 射线没有检测到格子, 自由移动
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{
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sprite_render_children.color = sprite_render_unable_color; // 更改sr为不可建造的颜色
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transform.position = mouse_world_position;
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isSnap = false;
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is_trigger_with_has_build = true;
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snap_grid_position_for_SO = Vector2Int.zero;
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}
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}
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public Vector2Int m_recv_placer_get_snap_grid_position_for_SO() => snap_grid_position_for_SO;
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public bool m_recv_placer_is_snap_to_grid() => isSnap;
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public bool m_recv_is_trigger_with_has_build() => is_trigger_with_has_build;
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// private void self_on_trigger_event(Collider2D other, bool status)
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// {
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// // 检测是否与某个图层的碰撞器相交
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// if (other.gameObject.layer == LayerMask.NameToLayer("AlreadyBuild"))
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// {
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// is_trigger_with_has_build = status;
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// }
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// }
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// private void OnTriggerStay2D(Collider2D other)
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// {
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// self_on_trigger_event(other, true);
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// }
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//
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// private void OnTriggerExit2D(Collider2D other)
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// {
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// self_on_trigger_event(other, false);
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// }
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} |