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射线避障修改

pull/11/head
yjm484 1 year ago
parent
commit
e97794e403
  1. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  2. 14
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs
  3. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

1
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -272,6 +272,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
cardEntity.influencePreviewPool = handler.HandleAngleWithResult(euler);
}
cardEntity.influencePreviewPool=MathTool.RemoveDuplicates(cardEntity.influencePreviewPool);
getNodeTools.checkListPass(cardEntity.influencePreviewPool);
}

14
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/getNodeTools.cs

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
@ -97,13 +98,14 @@ public class getNodeTools
}
public static void checkListPass(List<MapUnity> mapUnityList)
{
{
for (int i = 0; i < mapUnityList.Count; i++)
{
Debug.Log( "X是:" + mapUnityList[i].locationX + "Y是:" + mapUnityList[i].locationY);
if (!checkNodePass(mapUnityList[i]))
{
mapUnityList.RemoveAt(i);
mapUnityList.Remove(mapUnityList[i]);
}
}
@ -125,10 +127,10 @@ public class getNodeTools
{
canPass = false;
}
/* if (!canPass)
{*/
Debug.Log("距离是" + distance + ",结果是:" + canPass+",角度是:"+dir);
//}
if (mapUnity.locationX==1&& mapUnity.locationY==5)
{
Debug.Log("距离是" + distance + ",结果是:" + canPass + ",角度是:" + dir + " " + layerMask.value + "ray是" + ray + "X是:" + mapUnity.locationX + "Y是:" + mapUnity.locationY);
}
return canPass;
}

4
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

@ -62,9 +62,13 @@ public class MapUnityManager : Singleton<MapUnityManager>
castPool.Remove(playerOn);
}
}
castPool=MathTool.RemoveDuplicates(castPool);
Debug.Log("去除前数量是" + castPool.Count);
getNodeTools.checkListPass(castPool);
//castPool.Distinct().ToList();
//getNodeTools.checkListPass(castPool);
//±éÀúÓ°Ïì³Ø±äÉ«
Debug.Log("数量是" + castPool.Count);
for (int i = 0; i < castPool.Count; i++)
{
castPool[i].influenced = true;

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