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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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public class InFightMap : Singleton <InFightMap> |
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{ |
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public GameObject levelPrefab; |
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public LevelDevelopData_SO levelDevelopData; |
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public GameObject generatorPoint; |
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Vector3 originalPoint; |
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public float lineOffset; |
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public float columnOffset; |
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public List<LevelDevelopManager.LevelList> levelMap = new List<LevelDevelopManager.LevelList>();//关卡列表
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[Header("房间图标")] |
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public Sprite monsterIcon; |
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public Sprite eliteMonsterIcon; |
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public Sprite bossIcon; |
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public Sprite shopIcon; |
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public Sprite campfireIcon; |
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public Sprite incidentIcon; |
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public Sprite treasureIcon; |
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private void Start() |
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{ |
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originalPoint = generatorPoint.transform.localPosition; |
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GenerateGridMap(levelDevelopData.levelSaveMap.Count, 5); |
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GeneratorLevelMapFormSave(); |
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} |
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//生成一个节点
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public LevelNode GenerateLevelNode(int line, int column, Vector3 pos) |
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{ |
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var level = Instantiate(levelPrefab, transform); |
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// var level = Instantiate(levelPrefab, pos, this .transform .rotation );
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level.transform.localPosition = pos ; |
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LevelNode levelNode = level.GetComponent<LevelNode>(); |
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levelNode.line = line; |
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levelNode.column = column; |
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levelMap[line].levelColumn.Add(levelNode); |
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return levelNode; |
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} |
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//生成网格
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public void GenerateGridMap(int generatorLine, int generatorColumn) |
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{ |
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for (int i = 0; i < generatorLine; i++) |
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{ |
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if (i == generatorLine - 1) |
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{ |
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generatorPoint.transform.localPosition = new Vector3(originalPoint.x, generatorPoint.transform.localPosition.y + columnOffset, 0); |
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for (int j = 0; j < generatorColumn; j++) |
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{ |
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generatorPoint.transform.localPosition = new Vector3(generatorPoint.transform.localPosition.x + lineOffset, generatorPoint.transform.localPosition.y, 0); |
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//var level = Instantiate(levelPrefab, generatorPoint.transform.position, this.transform.rotation);
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//level.transform.SetParent(transform);
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var level = Instantiate(levelPrefab, transform); |
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level.transform.localPosition = generatorPoint.transform.localPosition; |
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level.transform.localScale = level.transform.localScale*2; |
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LevelNode bossLevelNode = level.GetComponent<LevelNode>(); |
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bossLevelNode.line = i; |
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bossLevelNode.column = j; |
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levelMap[i].levelColumn.Add(bossLevelNode); |
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} |
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} |
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else |
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{ |
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for (int j = 0; j < generatorColumn; j++) |
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{ |
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generatorPoint.transform.localPosition= new Vector3(generatorPoint.transform.localPosition.x + lineOffset, generatorPoint.transform.localPosition.y, 0); |
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GenerateLevelNode(i, j, generatorPoint.transform.localPosition); |
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} |
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} |
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generatorPoint.transform.localPosition = new Vector3(originalPoint.x, generatorPoint.transform.localPosition.y + columnOffset, 0); |
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} |
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} |
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//根据保存的信息生成地图
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public void GeneratorLevelMapFormSave() |
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{ |
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for (int i = 0; i < levelDevelopData.levelSaveMap.Count; i++) |
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{ |
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for (int j = 0; j < levelDevelopData.levelSaveMap[i].levelDataList.Count; j++) |
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{ |
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LevelDevelopData_SO.levelData currentLevelData = levelDevelopData.levelSaveMap[i].levelDataList[j]; |
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LevelNode currentNode = levelMap[i].levelColumn[j]; |
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currentNode.SetUpRoomWithRoomDataInFightScence(currentLevelData); |
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} |
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} |
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for (int i = 0; i <levelDevelopData.levelSaveMap.Count; i++) |
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{ |
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for (int j = 0; j < levelDevelopData.levelSaveMap[i].levelDataList.Count; j++) |
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{ |
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LevelDevelopData_SO.levelData currentLevelData = levelDevelopData.levelSaveMap[i].levelDataList[j]; |
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LevelNode currentLevelNode = levelMap[i].levelColumn[j]; |
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currentLevelNode.SetUpRoomLinkWithRoomDataInFightScence(currentLevelData); |
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if (currentLevelNode.isUse == false) |
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{ |
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currentLevelNode.gameObject.SetActive(false); |
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} |
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else |
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{ |
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currentLevelNode.LineShowInFightScence(); |
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} |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 92ebdfcbdb82fb149b8613ed10e2f9e8 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.UI; |
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public class InFightNode : MonoBehaviour |
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{ |
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public bool canEnter;//标识关卡当前能否进入
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public bool isUse;//标识关卡是否可被路线选中
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public int line;//行
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public int column;//列
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[Header("父节点(从哪来)")] |
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public List<LevelNode> fatherLevelNodes = new List<LevelNode>(); |
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[Header("子节点(到哪去)")] |
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public List<LevelNode> nextLevelNodes = new List<LevelNode>(); |
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[Header("线路生成器")] |
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public GameObject lineRenderer; |
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[Header("房间类型")] |
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public LevelDevelopManager.RoomType roomType; |
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[Header("房间目的地")] |
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public int roomDestinationIndex; |
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Image roomIcon; |
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Text roomText; |
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private void OnEnable() |
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{ |
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roomIcon = this.transform.GetChild(1).GetComponent<Image>(); |
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roomText = this.transform.GetChild(0).GetComponent<Text>(); |
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} |
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private void Start() |
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{ |
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canEnter = true; |
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SetUPRoomDestination(); |
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//JudgeCanEnter();
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} |
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public void SetUPRoomDestination() |
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{ |
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switch (roomType) |
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{ |
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case LevelDevelopManager.RoomType.monster: |
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roomDestinationIndex = 2; |
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break; |
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case LevelDevelopManager.RoomType.eliteMonster: |
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roomDestinationIndex = 2; |
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break; |
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case LevelDevelopManager.RoomType.boss: |
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roomDestinationIndex = 2; |
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break; |
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case LevelDevelopManager.RoomType.shop: |
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roomDestinationIndex = 4; |
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break; |
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case LevelDevelopManager.RoomType.campfire: |
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roomDestinationIndex = 3; |
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break; |
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case LevelDevelopManager.RoomType.incident: |
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roomDestinationIndex = 3; |
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break; |
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case LevelDevelopManager.RoomType.treasure: |
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roomDestinationIndex = 3; |
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break; |
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} |
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} |
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public void JudgeCanEnter() |
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{ |
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if (LevelDevelopManager.Instance.levelDevelopData.levelStep != line) |
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{ |
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canEnter = false; |
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} |
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else |
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{ |
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canEnter = true; |
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} |
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} |
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public void ButtenLoadTo(int index) |
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{ |
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if (canEnter) |
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{ |
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ScenceLoadManager.Instance.LoadTargetLevel(roomDestinationIndex); |
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} |
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else |
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{ |
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Debug.Log("该关卡目前不可进入"); |
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} |
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} |
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public void LineShow() |
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{ |
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for (int i = 0; i < nextLevelNodes.Count; i++) |
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{ |
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var line = Instantiate(lineRenderer, this.gameObject.transform.position, Quaternion.identity); |
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line.transform.SetParent(this.transform); |
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line.transform.SetAsFirstSibling(); |
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Vector3 direction = nextLevelNodes[i].transform.position - line.transform.position; |
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float angle = Vector3.SignedAngle(line.transform.up, direction, Vector3.forward); |
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line.transform.Rotate(0, 0, angle); |
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//长度
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float distance = Vector3.Distance(nextLevelNodes[i].transform.position, line.transform.position); |
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line.GetComponent<RectTransform>().sizeDelta = new Vector2(line.GetComponent<RectTransform>().sizeDelta.x, distance); |
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} |
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} |
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public LevelDevelopData_SO.levelData ReturnSaveData() |
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{ |
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LevelDevelopData_SO.levelData levelData = new LevelDevelopData_SO.levelData(); |
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levelData.isUse = isUse; |
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levelData.roomType = roomType; |
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levelData.nodePos = this.transform.position; |
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levelData.column = column; |
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levelData.line = line; |
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foreach (var father in fatherLevelNodes) |
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{ |
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levelData.fatherLevelNodes.Add(new Vector2(father.line, father.column)); |
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} |
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foreach (var child in nextLevelNodes) |
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{ |
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levelData.nextLevelNodes.Add(new Vector2(child.line, child.column)); |
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} |
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return levelData; |
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} |
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public void SetUpRoomWithRoomData(LevelDevelopData_SO.levelData levelData) |
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{ |
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isUse = levelData.isUse; |
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roomType = levelData.roomType; |
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SetUpRoom(roomType); |
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// LevelDevelopManager.Instance.levelMap[line].levelColumn.Add(this);
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} |
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public void SetUpRoomLinkWithRoomData(LevelDevelopData_SO.levelData levelData) |
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{ |
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foreach (var father in levelData.fatherLevelNodes) |
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{ |
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fatherLevelNodes.Add(LevelDevelopManager.Instance.levelMap[(int)father.x].levelColumn[(int)father.y]); |
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} |
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foreach (var child in levelData.nextLevelNodes) |
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{ |
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nextLevelNodes.Add(LevelDevelopManager.Instance.levelMap[(int)child.x].levelColumn[(int)child.y]); |
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} |
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} |
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public void SetUpRoom(LevelDevelopManager.RoomType roomType) |
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{ |
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this.roomType = roomType; |
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switch (roomType) |
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{ |
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case LevelDevelopManager.RoomType.monster: |
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roomText.text = "小怪"; |
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roomIcon.sprite = LevelDevelopManager.Instance.monsterIcon; |
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break; |
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case LevelDevelopManager.RoomType.eliteMonster: |
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roomText.text = "精英怪"; |
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roomIcon.sprite = LevelDevelopManager.Instance.eliteMonsterIcon; |
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break; |
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case LevelDevelopManager.RoomType.boss: |
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roomText.text = "Boss"; |
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roomIcon.sprite = LevelDevelopManager.Instance.bossIcon; |
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break; |
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case LevelDevelopManager.RoomType.shop: |
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roomText.text = "商店"; |
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roomIcon.sprite = LevelDevelopManager.Instance.shopIcon; |
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break; |
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case LevelDevelopManager.RoomType.incident: |
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roomText.text = "事件"; |
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roomIcon.sprite = LevelDevelopManager.Instance.incidentIcon; |
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break; |
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case LevelDevelopManager.RoomType.campfire: |
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roomText.text = "篝火"; |
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roomIcon.sprite = LevelDevelopManager.Instance.campfireIcon; |
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break; |
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case LevelDevelopManager.RoomType.treasure: |
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roomText.text = "宝箱"; |
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roomIcon.sprite = LevelDevelopManager.Instance.treasureIcon; |
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break; |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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