NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Map/MapData.cs

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4.9 KiB
C#
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using System;
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
using Newtonsoft.Json;
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using UnityEngine.Serialization;
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[Serializable]
public class MapData
{
public enum EnvironmentType
{
[LabelText("平原")]
Plain = 0,
[LabelText("山地")]
Mountain,
[LabelText("草原")]
Grassland,
[LabelText("林地")]
Forest,
[LabelText("雪地")]
Snow,
[LabelText("泥地")]
MuddyLand,
[LabelText("戈壁")]
Gobi,
[LabelText("沙漠")]
Desert,
[LabelText("高原")]
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Plateau
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}
[Serializable]
public class Region
{
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public List<int> positions = new ();
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}
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[ReadOnly]
public int width;
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[ReadOnly]
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public int height;
public EnvironmentType environmentType;
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[HideInInspector]
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public List<MapBlockData> BlocksData = new();
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[HideInInspector]
public List<Region> regions = new();
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[HideInInspector]
public Vector2Int initialCameraPosition;
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public MapData()
{
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}
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public MapData(int id,string name, int width, int height, EnvironmentType envType = EnvironmentType.Plain)
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{
this.width = width;
this.height = height;
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environmentType = envType;
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ResetBlocks();
}
public void ResetBlocks()
{
var count = width * height;
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BlocksData.Clear();
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for (var i = 0; i < count; i++)
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{
BlocksData.Add(new MapBlockData());
}
}
public void SetBlockData(Vector2Int position, MapBlockData blockData)
{
if (CheckPosition(position))
{
BlocksData[position.x * width + position.y] = blockData;
}
}
public MapBlockData GetBlockData(Vector2Int position)
{
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return CheckPosition(position) ? BlocksData[Position2BlockIndex(position)] : null;
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}
public bool CheckPosition(Vector2Int position)
{
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return position.x >= 0 && position.y >= 0;
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}
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//为了和TGS中坐标定义一致格子的坐标采用X朝上Y朝右
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public int Position2BlockIndex(Vector2Int position)
{
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return position.x * width + position.y;
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}
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//为了和TGS中坐标定义一致格子的坐标采用X朝上Y朝右
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public Vector2Int BlockIndex2Position(int blockIndex)
{
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return new Vector2Int(blockIndex / width, blockIndex % width);
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}
public void SetBlockTerrainType(int blockIndex, int terrainTypeIndex)
{
if (blockIndex >= 0 && blockIndex < BlocksData.Count)
{
BlocksData[blockIndex].TerrainTypeIndex = terrainTypeIndex;
}
}
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// public void AddRegion(Region area, int newRegionId = -1)
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// {
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//
// if (!CheckRegion(area))
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// {
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// DebugUtil.LogError("{0} AddPreparingArea failed, area:{1} is invalid!", GetType().Name, area);
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// }
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// var regionId = GenerateRegionId();
// if (_regions.ContainsKey(newRegionId) && newRegionId >= 0)
// {
// _regions[newRegionId] = area;
// }
// else
// {
// _regions.Add(regionId, area);
// }
//
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// }
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public Region GetRegion(int regionId)
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{
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if (IsRegionExist(regionId))
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return regions[regionId];
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return null;
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// if (_regions.TryGetValue(regionId, out var region))
// {
// return region;
// }
// else
// {
// DebugUtil.LogError("{0} GetPreparingArea failed, id:{1} not exists!", GetType().Name, regionId);
// return null;
// }
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}
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// public List<Region> GetAllRegions()
// {
// return _regions;
// }
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public void RemoveRegion(int regionId)
{
if (!IsRegionExist(regionId))
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regions.RemoveAt(regionId);
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// if (_regions.ContainsKey(regionId))
// {
// _regions.Remove(regionId);
// }
// else
// {
// DebugUtil.LogError("{0} RemovePreparingArea failed, id:{1} not exists!",GetType().Name, regionId);
// }
}
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public void RemoveAllRegion()
{
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regions.Clear();
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}
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// private int GenerateRegionId()
// {
// var max = _regions.Count;
// for (var i = 0; i < max; i++)
// {
// if (!_regions.ContainsKey(i))
// {
// return i;
// }
// }
// return max;
// }
// private bool CheckRegion(Region area)
// {
// for (var i = 0; i < area.positions.Count; i++)
// {
// if (!CheckPosition(area.positions[i]))
// {
// return false;
// }
// }
// return true;
// }
public bool IsRegionExist(int regionIndex)
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{
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return regionIndex >= 0 && regionIndex < regions.Count;
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}
}