Main.cs 4.8 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class Main : MonoBehaviour
  5. {
  6. // ----------------------------------------------------------------------------------------------------------------
  7. #region properties
  8. [SerializeField] public float tileSize = 32f;
  9. [SerializeField] public float offset;
  10. [SerializeField] public float ppu = 100f;
  11. [Space]
  12. [SerializeField] public GameMapsAsset mapsAsset;
  13. [SerializeField] public GameObject[] towerFab;
  14. [SerializeField] public GameObject[] enemyTowerFab;
  15. [SerializeField] public GameObject[] enemyFabs;
  16. public GameObject radiusBox;
  17. [Space]
  18. public float dragSpeed = 2.0f; // 拖动速度
  19. [HideInInspector] public Vector3 dragOrigin; // 拖动起始点
  20. [HideInInspector] public Transform TowerContainer;
  21. [HideInInspector] public Transform EnemyTowerContainer;
  22. [HideInInspector] public Transform EnemyContainer;
  23. [HideInInspector] public Transform BoxContainer;
  24. //import
  25. public ButtonTest buttonTest;
  26. #endregion
  27. // ----------------------------------------------------------------------------------------------------------------
  28. #region system
  29. private void Start()
  30. {
  31. LoadMap(0);
  32. }
  33. private void Update()
  34. {
  35. if (Input.GetKeyDown(KeyCode.R))
  36. {
  37. LoadMap(0);
  38. }
  39. if (Input.GetKeyDown(KeyCode.Space))
  40. {
  41. Camera.main.transform.localPosition = Vector3.zero;
  42. }
  43. if (Input.GetMouseButtonDown(2))
  44. {
  45. dragOrigin = Input.mousePosition;
  46. return;
  47. }
  48. if (Input.GetMouseButton(2))
  49. {
  50. Vector3 offset = Camera.main.ScreenToViewportPoint(dragOrigin - Input.mousePosition);
  51. Vector3 move = dragSpeed * offset.x * Vector3.right;
  52. Camera.main.transform.Translate(move, Space.World);
  53. dragOrigin = Input.mousePosition;
  54. }
  55. }
  56. // an example of how map data could be loaded
  57. private void LoadMap(int mapIdx)
  58. {
  59. GameMap map = mapsAsset.maps[mapIdx];
  60. float sz = tileSize / ppu;
  61. float offsX = -((map.width / 2f * sz) - (sz / 2f));
  62. float offsY = -offset;
  63. // create containers for the various map objects
  64. if (!TowerContainer)
  65. {
  66. TowerContainer = new GameObject("Tower").transform;
  67. EnemyTowerContainer = new GameObject("EnemyTower").transform;
  68. EnemyContainer = new GameObject("Enemy").transform;
  69. BoxContainer = new GameObject("Box").transform;
  70. }
  71. else
  72. {
  73. for (int i= 0; i < TowerContainer.transform.childCount; i++)
  74. {
  75. Destroy(TowerContainer.transform.GetChild(i).gameObject);
  76. }
  77. for (int i = 0; i < EnemyTowerContainer.transform.childCount; i++)
  78. {
  79. Destroy(EnemyTowerContainer.transform.GetChild(i).gameObject);
  80. }
  81. for (int i = 0; i < EnemyContainer.transform.childCount; i++)
  82. {
  83. Destroy(EnemyContainer.transform.GetChild(i).gameObject);
  84. }
  85. for (int i = 0; i < BoxContainer.transform.childCount; i++)
  86. {
  87. Destroy(BoxContainer.transform.GetChild(i).gameObject);
  88. }
  89. }
  90. // place tiles and objects. GameMap supports laters but if you choose not to use them then you only need to read from map.grid[]
  91. // if you do use layers then you should also read data from map.layers[].grid[] while also still using map.grid[] as layer-0
  92. // to make it easier to read from these two sources of data you can simply use map.LayerCount and map.GetLayerData
  93. for (int i = 0; i < map.LayerCount; i++)
  94. {
  95. int[] grid = map.GetlayerData(i);
  96. int idx = 0;
  97. for (int y = 0; y < map.height; y++)
  98. {
  99. for (int x = 0; x < map.width; x++)
  100. {
  101. GameMapTile t = mapsAsset.tileAsset.GetTile(grid[idx++]);
  102. if (t == null) continue;
  103. SpriteRenderer ren = null;
  104. switch (t.type)
  105. {
  106. case GameMapTile.Type.Tower:
  107. ren = Instantiate(towerFab[t.opt1]).GetComponent<SpriteRenderer>();
  108. ren.transform.SetParent(TowerContainer, false);
  109. break;
  110. case GameMapTile.Type.EnemyTower:
  111. ren = Instantiate(enemyTowerFab[t.opt1]).GetComponent<SpriteRenderer>();
  112. ren.transform.SetParent(EnemyTowerContainer, false);
  113. break;
  114. case GameMapTile.Type.Enemy:
  115. ren = Instantiate(enemyFabs[t.opt1]).GetComponent<SpriteRenderer>();
  116. ren.transform.SetParent(EnemyContainer, false);
  117. break;
  118. }
  119. if (ren == null) continue;
  120. ren.color = t.color;
  121. ren.transform.localScale = new Vector3(tileSize / ren.sprite.rect.width, tileSize / ren.sprite.rect.height, 1f);
  122. ren.transform.localPosition = new Vector3(x * sz + offsX, y * sz + offsY, 0f);
  123. Transform box = Instantiate(radiusBox).transform;
  124. box.SetParent(BoxContainer, false);
  125. box.GetComponent<SpriteRenderer>().color = t.color;
  126. box.localScale = new Vector3(t.radius.x * 0.4f, t.radius.y*0.4f, 1);
  127. box.position = ren.transform.position;
  128. }
  129. }
  130. }
  131. }
  132. #endregion
  133. // ----------------------------------------------------------------------------------------------------------------
  134. }