NLDClient-yudde/ProjectNLD/Assets/Editor/LevelEditor/LevelEditorWindow.cs

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using TGS;
using System;
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using Gameplay;
using Framework;
using System.IO;
using UnityEditor;
using UnityEngine;
using System.Linq;
using Gameplay.Utils;
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using Gameplay.Level;
using Sirenix.Utilities;
using Sirenix.OdinInspector;
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using Sirenix.Utilities.Editor;
using System.Collections.Generic;
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using cfg;
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using cfg.AICfg;
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using cfg.FightCfg;
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using cfg.GuideCfg;
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using cfg.LevelCfg;
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using cfg.MonsterCfg;
using cfg.VehicleCfg;
using Sirenix.OdinInspector.Editor;
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using Level = cfg.LevelCfg.Level;
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using ObjectFieldAlignment = Sirenix.OdinInspector.ObjectFieldAlignment;
using static Gameplay.Level.LevelData;
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using static LevelEditorWindow;
using NPOI.SS.Formula.Functions;
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using Gameplay.Character;
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public class LevelEditorWindow : OdinEditorWindow
{
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[MenuItem("Tools/*地图场景/关卡编辑器", false, (int)NLDMenuID.LevelEditor)]
private static void OpenLevelEditorWindow()
{
var window = GetWindow<LevelEditorWindow>();
window.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600);
window.titleContent = new GUIContent("关卡编辑器");
}
public static void OpenWindow(LevelEditor levelEditor)
{
MapEditorSettings.Init();
currWindow = GetWindow<LevelEditorWindow>();
currWindow.position = GUIHelper.GetEditorWindowRect().AlignCenter(800, 600);
currWindow.currentLevelData = null;
currWindow._levelEditor = levelEditor;
currWindow.LoadLevel(levelEditor.LevelData);
var level = Path.GetFileNameWithoutExtension(levelEditor.LevelDataJson.name);
currWindow.levelID = level.Substring(level.Length - 6);
currWindow.GetLevelMonsterClass();
DebugUtil.Log("关卡数据:{0}", currWindow.levelID);
}
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private static LevelEditorWindow currWindow;
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private MapManager _mapManager;
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private Map _curMap;
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private LevelEditor _levelEditor;
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#region 配置表
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private Level LevelCfg => EditorTableManager.instance.tables.Level;
private Monster MonsterCfg => EditorTableManager.instance.tables.Monster;
private MonsterClass MonsterClassCfg => EditorTableManager.instance.tables.MonsterClass;
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private VehicleConfig VehicleCfg => EditorTableManager.instance.tables.VehicleConfig;
private FightNPCConfig FightNpcCfg => EditorTableManager.instance.tables.FightNPCConfig;
private BuildConfig FightBuildCfg => EditorTableManager.instance.tables.BuildConfig;
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#endregion
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#region 地块颜色
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private static readonly Color RegionColor = MapUtils.GetRGBAColor("FF960072");
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#endregion
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#region 关卡数据
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[BoxGroup("当前关卡数据")] [LabelText("当前关卡数据"), Indent]
public LevelData currentLevelData = null;
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#endregion
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#region 关卡进度
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[BoxGroup("关卡引导")] [LabelText("关卡进度"), Indent]
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public List<LevelData.ProgressGuideData> progressGuideDatas = new();
#endregion
#region 引导立标
[Serializable]
public class SetFlagGuideEditorInfo
{
public SetFlagGuideEditorInfo(LevelData.SetFlagGuideData flagGuideData)
{
this.flagGuideData = flagGuideData;
guideTagID = flagGuideData.guideTagID;
if (GuideTagConfig.DataMap.TryGetValue(guideTagID, out var guideData))
{
flagGuideData.guideTagPath = guideData.ImagePath;
guideTagName = guideData.Name;
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(guideData.ImagePath);
if (sprite != null)
guideTagSprite = sprite;
}
}
private GuideTagConfig GuideTagConfig => EditorTableManager.instance.tables.GuideTagConfig;
[HorizontalGroup("1")] [LabelText("立标配置ID")] [ValueDropdown("GetGuideTagIDs")] [OnValueChanged("ChangeTagID")]
public int guideTagID;
[HorizontalGroup("1")] [LabelText("立标名字")] [ReadOnly]
public string guideTagName;
[HorizontalGroup("2")] [LabelText("预览图")] [PreviewField(150, ObjectFieldAlignment.Center), Indent]
public Sprite guideTagSprite;
[HorizontalGroup("3")] [LabelText("具体数据")]
public LevelData.SetFlagGuideData flagGuideData;
private IEnumerable<int> GetGuideTagIDs()
{
return GuideTagConfig.DataMap.Keys;
}
private void ChangeTagID()
{
if (GuideTagConfig.DataMap.TryGetValue(guideTagID, out var guideData))
{
flagGuideData.guideTagPath = guideData.ImagePath;
flagGuideData.guideTagID = guideTagID;
guideTagName = guideData.Name;
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(guideData.ImagePath);
if (sprite != null)
guideTagSprite = sprite;
}
}
}
[BoxGroup("关卡引导")] [LabelText("立标数据"), Indent]
public List<SetFlagGuideEditorInfo> setFlagEditorInfos = new();
#endregion
#region 关卡进度
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[BoxGroup("关卡引导")] [LabelText("信息板数据"), Indent]
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public List<LevelData.InfoPanelGuideData> infoPanelGuideDatas = new();
#endregion
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#region 占领相关
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[Serializable]
public class CaptureEditorInfo
{
[LabelText("占领点位")] public Vector2Int capturePoint;
[LabelText("占领时间")] public int captureProgress;
}
[BoxGroup("占领相关")] [VerticalGroup("占领相关/数据")] [LabelText("当前占领数据"), Indent]
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public List<CaptureEditorInfo> captureEditorInfo = new();
[BoxGroup("占领相关")] [VerticalGroup("占领相关/编辑")] [LabelText("编辑占领数据"), Indent]
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public bool isEditingCapture = false;
#endregion
#region 扛旗相关
[Serializable]
public class FlagEditorInfo
{
[LabelText("扛旗起点")] public List<Vector2Int> flagStartPoints = new();
[LabelText("扛旗终点")] public List<Vector2Int> flagEndPoints = new();
[LabelText("添加起点")] [OnValueChanged("EditingStartPoints")]
public bool isEditingStart;
[LabelText("添加终点")] [OnValueChanged("EditingEndPoints")]
public bool isEditingEnd;
private void EditingStartPoints()
{
currWindow.isEditingFlagStart = isEditingStart;
if (isEditingStart)
{
isEditingEnd = false;
currWindow.isEditingFlagEnd = false;
}
}
private void EditingEndPoints()
{
currWindow.isEditingFlagEnd = isEditingEnd;
if (isEditingEnd)
{
isEditingStart = false;
currWindow.isEditingFlagStart = false;
}
}
}
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private bool isEditingFlagStart;
private bool isEditingFlagEnd;
[BoxGroup("扛棋相关")] [LabelText("当前扛旗数据"), Indent]
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public FlagEditorInfo flagEditorInfo = new();
#endregion
#region 撤离相关
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[Serializable]
public class FallbackEditorInfo
{
[LabelText("单次撤离点")] public List<Vector2Int> fallbackSinglePoints = new();
[LabelText("复用撤离点")] public List<Vector2Int> fallbackReusablePoints = new();
[LabelText("添加单次撤离点")] [OnValueChanged("EditingFallbackPoints")]
public bool isEditingSinglePoints;
[LabelText("添加复用撤离点")] [OnValueChanged("EditingMultiplexPoint")]
public bool isEditingReusablePoints;
private void EditingFallbackPoints()
{
currWindow.isEditingFallbackSingle = isEditingSinglePoints;
if (isEditingSinglePoints)
{
isEditingReusablePoints = false;
currWindow.isEditingFallbackReusable = false;
}
}
private void EditingMultiplexPoint()
{
currWindow.isEditingFallbackReusable = isEditingReusablePoints;
if (isEditingReusablePoints)
{
isEditingSinglePoints = false;
currWindow.isEditingFallbackSingle = false;
}
}
}
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private bool isEditingFallbackSingle;
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private bool isEditingFallbackReusable;
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[BoxGroup("撤离相关")] [LabelText("当前撤离数据"), Indent]
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public FallbackEditorInfo fallbackEditorInfo = new();
#endregion
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#region 地区相关
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[Serializable]
public class RegionData
{
[LabelText("出战区")] [OnValueChanged("OnRegionChanged")]
public int preparingRegionId;
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[LabelText("出战区朝向")] public LevelData.CharacterToward preparingRegionToward;
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[LabelText("撤退区")] public int fallbackRegionId;
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[LabelText("敌方撤退区")] public int enemyFallbackRegionId;
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[LabelText("PVP防守区")] public int pvpDefendRegionId;
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[LabelText("PVP防守方朝向")] public LevelData.CharacterToward pvpDefendToward;
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private void OnRegionChanged()
{
var regionsList = currWindow._curMap.MapData.regions;
for (int i = 0; i < regionsList.Count; i++)
{
currWindow._curMap.SetRegionColor(i, false, RegionColor);
}
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currWindow._curMap.SetRegionColor(preparingRegionId, true, RegionColor);
}
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}
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[BoxGroup("地区相关")] [LabelText("当前地区数据"), Indent]
public RegionData curRegionData = null;
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#endregion
#region NPC刷新点位相关
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[HideInInspector] [BoxGroup("刷新点位")] [LabelText("编辑刷新点"), Indent, OnValueChanged("OnIsEditingRefreshIDChanged")]
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public bool isEditingRefreshID;
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[HideInInspector] [BoxGroup("刷新点位")] [LabelText("刷新点位"), Indent] [ShowIf("isEditingRefreshID")]
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public List<int> refreshPoints = new List<int>();
private void OnIsEditingRefreshIDChanged()
{
if (!isEditingRefreshID)
{
foreach (var point in refreshPoints)
{
_curMap.TerrainGridSystem.CellHideRegionSurface(point);
}
}
else
{
foreach (var point in refreshPoints)
{
_curMap.TerrainGridSystem.CellToggleRegionSurface(point, true, RegionColor);
}
}
}
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#endregion
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#region 指定路线
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[Serializable]
public class PrescribedRoadEditorInfo
{
[LabelText("路线ID")] public int roadID;
[LabelText("路线点位")] public List<PatrolInfo> roadPoints = new();
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private bool isEditingRoadInfo;
public PrescribedRoadEditorInfo()
{
roadID = currWindow.roadEditorInfos.Count + 1;
}
[Button("开始编辑路线"), Indent]
[HideIf("isEditingRoadInfo")]
private void StartEditRoad()
{
isEditingRoadInfo = true;
currWindow.StartEditRoadInfo(this);
}
[Button("完成路线编辑"), Indent]
[ShowIf("isEditingRoadInfo")]
private void EndEditRoad()
{
isEditingRoadInfo = false;
currWindow.FinishEditRoadInfo();
}
}
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[BoxGroup("制定路线")] [LabelText("编辑指定路径"), Indent]
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public bool isEditingRoad;
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[BoxGroup("制定路线")] [LabelText("编辑指定路线"), Indent] [ShowIf("isEditingRoad")]
public List<PrescribedRoadEditorInfo> roadEditorInfos = new();
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private bool isEditingRoadInfo;
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private PrescribedRoadEditorInfo _currEditingRoadInfo;
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private void StartEditRoadInfo(PrescribedRoadEditorInfo roadInfo)
{
isEditingRoadInfo = true;
_currEditingRoadInfo = roadInfo;
}
private void FinishEditRoadInfo()
{
isEditingRoadInfo = false;
_currEditingRoadInfo = null;
}
#endregion
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#region 指定区域
[Serializable]
public class PrescribedAreaEditorInfo
{
[LabelText("区域ID")] public int areaID;
[LabelText("区域点位")] public List<PatrolInfo> areaPoints = new();
private bool isEditingAreaInfo;
public PrescribedAreaEditorInfo()
{
areaID = currWindow.areaEditorInfos.Count + 1;
}
[Button("开始编辑区域"), Indent]
[HideIf("isEditingAreaInfo")]
private void StartEditArea()
{
isEditingAreaInfo = true;
currWindow.StartEditAreaInfo(this);
}
[Button("完成区域编辑"), Indent]
[ShowIf("isEditingAreaInfo")]
private void EndEditArea()
{
isEditingAreaInfo = false;
currWindow.FinishEditAreaInfo();
}
}
[BoxGroup("制定区域")]
[LabelText("编辑指定区域"), Indent]
public bool isEditingArea;
[BoxGroup("制定区域")]
[LabelText("编辑指定区域"), Indent]
[ShowIf("isEditingArea")]
public List<PrescribedAreaEditorInfo> areaEditorInfos = new();
private bool isEditingAreaInfo;
private PrescribedAreaEditorInfo _currEditingAreaInfo;
private void StartEditAreaInfo(PrescribedAreaEditorInfo roadInfo)
{
isEditingAreaInfo = true;
_currEditingAreaInfo = roadInfo;
}
private void FinishEditAreaInfo()
{
isEditingAreaInfo = false;
_currEditingAreaInfo = null;
}
#endregion
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#region 显示地图索引
[BoxGroup("辅助功能")]
[LabelText("显示索引地图"), Indent]
[LabelWidth(100)]
[OnValueChanged("ShowCellCoordinates")]
[SerializeField]
public bool isShowCellCoordinates;
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private void ShowCellCoordinates()
{
if (_curMap == null || _curMap.TerrainGridSystem == null) return;
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_curMap.TerrainGridSystem.displayCellDebugInfo =
isShowCellCoordinates ? CellDebugInfo.CellCoordinates : CellDebugInfo.Nothing;
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var obj = FindObjectOfType<TerrainGridSystem>().gameObject;
Selection.activeGameObject = obj;
}
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#endregion
#region NPC编辑器类
[Serializable]
public class NpcEditorInfo
{
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private AITypeConfig AITypeCfg => EditorTableManager.instance.tables.AITypeConfig;
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[HideInInspector] public int npcTroopId;
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[ReadOnly] [LabelText("序号ID")] public int id;
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[FoldoutGroup("详细信息")] [LabelText("MonsterID")] [ValueDropdown("GetMonsterIDs")] [OnValueChanged("ChangeNpcID")]
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public int monsterId;
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[FoldoutGroup("详细信息")] [LabelText("等级")] [ReadOnly]
public int level;
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private IEnumerable<int> GetMonsterIDs()
{
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return npcTroopId switch
{
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ETroopsId.Neutral => currWindow.GetMidMonsterIDs(), // 中立
ETroopsId.Self => currWindow.GetSelfNpcIDs(), // 友方
ETroopsId.Enemy => currWindow.GetEnemyMonsterIDs(), // 敌人
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_ => null
};
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}
private void ChangeNpcID()
{
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switch (npcTroopId)
{
case 0: // 中立
currWindow.ChangeMidNpcID(this, monsterId);
break;
case 1: // 友方
currWindow.ChangeSelfNpcID(npcInfo, monsterId);
break;
case 2: // 敌人
currWindow.ChangeEnemyNpcID(this, monsterId);
break;
default:
DebugUtil.LogError($"未处理类型:{npcTroopId}");
break;
}
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}
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[FoldoutGroup("详细信息")] [LabelText("朝向")] [OnValueChanged("NpcTowardOnChange")]
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public CharacterToward npcToward;
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private void NpcTowardOnChange()
{
npcInfo.npcToward = npcToward;
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switch (npcTroopId)
{
case 0: // 中立
currWindow.ChangeMidNpcToward(this, npcToward);
break;
case 1: // 友方
currWindow.ChangeSelfNpcToward(npcInfo.position, npcToward);
break;
case 2: // 敌人
currWindow.ChangeEnemyNpcToward(this, npcToward);
break;
default:
DebugUtil.LogError($"未处理类型:{npcTroopId}");
break;
}
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}
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[FoldoutGroup("详细信息")] [HideLabel] public NPCInfo npcInfo;
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[FoldoutGroup("详细信息")] [LabelText("行为树")] [ValueDropdown(nameof(GetFilesFromFolder))]
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public string aiConfigName;
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[FoldoutGroup("详细信息")] [LabelText("AI预设")] [ReadOnly]
public string aiType;
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private IEnumerable<string> GetFilesFromFolder()
{
string rootPath = "Assets/Config/AI/";
return new string[] { "" }.Concat(Directory.GetFiles(rootPath, "*.asset", SearchOption.AllDirectories)
.Select(Path.GetFileNameWithoutExtension));
}
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public NpcEditorInfo(NPCInfo npcInfo, int index, int level, int aiType, int npcTroopId)
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{
this.npcInfo = npcInfo;
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this.level = level;
this.npcInfo.aiTypeID = aiType;
this.aiType = GetAITypeData(aiType);
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monsterId = npcInfo.id;
id = index;
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this.npcTroopId = npcTroopId;
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npcToward = this.npcInfo.npcToward;
aiConfigName = npcInfo.configName;
}
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[FoldoutGroup("详细信息")] [LabelText("位置调整")] [OnValueChanged("ChangeNpcPos")]
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public bool isChangePos;
private void ChangeNpcPos()
{
if (isChangePos)
{
if (currWindow._currEditingNpcInfo != null)
DebugUtil.LogWarning("检查其他怪物是否处于位置调整或编辑巡逻信息状态");
}
currWindow._currNpcEditorInfo = isChangePos ? this : null;
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currWindow.isEditingNpcPos = isChangePos;
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currWindow.npcTroopId = npcTroopId;
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currWindow._currEditingNpcInfo = isChangePos ? npcInfo : null;
}
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[FoldoutGroup("详细信息")] [LabelText("显示该怪物序号")] [OnValueChanged("ShowNpcID")]
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public bool isShowNpcID;
private void ShowNpcID()
{
if (isShowNpcID && !currWindow._showNpcInfos.Contains(this))
currWindow._showNpcInfos.Add(this);
else if (!isShowNpcID)
{
currWindow._showNpcInfos.Remove(this);
}
}
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private string GetAITypeData(int aiTypeID)
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{
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if (AITypeCfg.DataMap.TryGetValue(aiTypeID, out var dataAIType))
{
return dataAIType.Name;
}
return $"无效AI类型: {aiTypeID},请检查配置表";
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}
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}
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private NPCInfo _currEditingNpcInfo;
private NpcEditorInfo _currNpcEditorInfo;
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private bool isEditingNpcPos;
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private int npcTroopId;
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#endregion
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#region 敌方Npc
/// <summary>
/// 波次/怪物ID对应的NPC预制体
/// </summary>
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private Dictionary<int, Dictionary<NpcEditorInfo, GameObject>> _enemyNpcObjectWaveDic;
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[BoxGroup("敌方Npc")]
[LabelText("编辑NPC"), Indent]
[LabelWidth(100)]
[SerializeField]
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[OnValueChanged("OnIsEditingEnemyNpcChanged")]
public bool isEditingEnemyNpc;
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[BoxGroup("敌方Npc")]
[LabelText("显示所有怪物序号ID"), Indent]
[OnValueChanged("ShowAllEnemyNpcId")]
[SerializeField]
public bool isShowAllEnemyNpcID;
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[BoxGroup("敌方Npc")]
[LabelText("添加怪物ID"), Indent, LabelWidth(100)]
[SerializeField]
[ShowIf("isEditingEnemyNpc")]
public int addEnemyMonsterId;
[BoxGroup("敌方Npc")]
[Button("添加怪物id"), Indent, ShowIf("isEditingEnemyNpc")]
private void AddEnemyMonsterId()
{
if (!MonsterCfg.DataMap.ContainsKey(addEnemyMonsterId))
{
DebugUtil.LogError($"没有该怪物id:{addEnemyMonsterId}");
return;
}
enemyMonsterIDs.Add(addEnemyMonsterId);
DebugUtil.LogError($"添加怪物id:{addEnemyMonsterId}成功");
}
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[BoxGroup("敌方Npc")]
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[LabelText("怪物ID"), Indent, LabelWidth(100)]
[SerializeField]
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[OnValueChanged("EnemyMonsterIDChanged")]
[ValueDropdown("GetEnemyMonsterIDs")]
[ShowIf("isEditingEnemyNpc")]
public int curEnemyMonsterID;
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[BoxGroup("敌方Npc")]
[PreviewField(150, ObjectFieldAlignment.Center), Indent, ReadOnly]
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[LabelText("NPC预制体预览图"), ShowIf("isEditingEnemyNpc")]
public GameObject enemyNpcObject;
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[BoxGroup("敌方Npc")]
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[LabelText("当前怪物列表"), Indent, ShowIf("isEditingEnemyNpc")]
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[ListDrawerSettings(HideAddButton = true, HideRemoveButton = true, ShowFoldout = true)]
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public List<NpcEditorInfo> currentEenemyNpcInfo = null;
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/// <summary>
/// 该关卡的敌方NPCID
/// </summary>
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[HideInInspector] public List<int> enemyMonsterIDs;
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private IEnumerable<int> GetEnemyMonsterIDs()
{
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return enemyMonsterIDs;
}
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private void EnemyMonsterIDChanged()
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{
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var obj = LoadEnemyNpcPrefab(curEnemyMonsterID);
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if (obj != null)
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enemyNpcObject = obj;
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}
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private void OnIsEditingEnemyNpcChanged()
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{
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if (isEditingEnemyNpc && isEditingSelfNpc && isEditingMidNpc)
{
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isEditingSelfNpc = false;
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isEditingMidNpc = false;
}
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}
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private void ShowAllEnemyNpcId()
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{
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foreach (var npc in currentEenemyNpcInfo)
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{
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npc.isShowNpcID = isShowAllEnemyNpcID;
if (isShowAllEnemyNpcID)
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{
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if (!_showNpcInfos.Contains(npc))
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{
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_showNpcInfos.Add(npc);
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}
}
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else
{
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_showNpcInfos.Remove(npc);
}
}
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}
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#endregion
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#region 己方Npc
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private const int SelfID = 200;
private Dictionary<Vector2Int, GameObject> _selfNpcObjectDic;
[BoxGroup("己方Npc")]
[LabelText("编辑己方NPC"), Indent]
[LabelWidth(100)]
[OnValueChanged("OnIsEditingSelfNpcChanged")]
[SerializeField]
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public bool isEditingSelfNpc;
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[BoxGroup("己方Npc")] [LabelText("显示所有己方序号ID"), Indent] [OnValueChanged("ShowAllSelfNpcId")] [SerializeField]
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public bool isShowAllSelfNpcID;
[BoxGroup("己方Npc")]
[LabelText("添加怪物ID"), Indent, LabelWidth(100)]
[SerializeField]
[ShowIf("isEditingSelfNpc")]
public int addSelfMonsterId;
[BoxGroup("己方Npc")]
[Button("添加怪物id"), Indent, ShowIf("isEditingSelfNpc")]
private void AddSelfMonsterId()
{
if (!MonsterCfg.DataMap.ContainsKey(addSelfMonsterId))
{
DebugUtil.LogError($"没有该怪物id:{addSelfMonsterId}");
return;
}
selfMonsterIDs.Add(addSelfMonsterId);
DebugUtil.LogError($"添加怪物id:{addSelfMonsterId}成功");
}
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[BoxGroup("己方Npc")]
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[LabelText("己方NpcID"), Indent, LabelWidth(100)]
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[SerializeField]
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[OnValueChanged("SelfNpcIDChanged")]
[ValueDropdown("GetSelfNpcIDs")]
[ShowIf("isEditingSelfNpc")]
public int curSelfNpcID;
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[BoxGroup("己方Npc")]
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[PreviewField(150, ObjectFieldAlignment.Center), Indent, ReadOnly]
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[LabelText("己方NPC预制体预览图"), ShowIf("isEditingSelfNpc")]
public GameObject selfNpcObject;
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[BoxGroup("己方Npc")]
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[LabelText("当前己方NPC列表"), Indent, ShowIf("isEditingSelfNpc")]
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[ListDrawerSettings(HideAddButton = true, HideRemoveButton = true)]
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public List<NpcEditorInfo> currentSelfNpcInfo = null;
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/// <summary>
/// 该关卡的己方NPCID
/// </summary>
[HideInInspector] public List<int> selfMonsterIDs;
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private IEnumerable<int> GetSelfNpcIDs()
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{
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return selfMonsterIDs;
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}
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private void SelfNpcIDChanged()
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{
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var obj = LoadSelfNpcPrefab(curSelfNpcID);
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if (obj != null)
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selfNpcObject = obj;
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}
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private void OnIsEditingSelfNpcChanged()
{
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if (isEditingEnemyNpc && isEditingSelfNpc && isEditingMidNpc)
{
isEditingEnemyNpc = false;
isEditingMidNpc = false;
}
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}
private void ShowAllSelfNpcId()
{
foreach (var npc in currentSelfNpcInfo)
{
npc.isShowNpcID = isShowAllSelfNpcID;
if (isShowAllSelfNpcID)
{
if (!_showNpcInfos.Contains(npc))
{
_showNpcInfos.Add(npc);
}
}
else
{
_showNpcInfos.Remove(npc);
}
}
}
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#endregion
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#region 中立Npc
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/// <summary>
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/// 中立 波次/怪物ID对应的NPC预制体
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/// </summary>
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private Dictionary<int, Dictionary<NpcEditorInfo, GameObject>> _midNpcObjectWaveDic;
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[BoxGroup("中立Npc")]
[LabelText("编辑NPC"), Indent]
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[LabelWidth(100)]
[SerializeField]
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[OnValueChanged("OnIsEditingMidNpcChanged")]
public bool isEditingMidNpc;
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[BoxGroup("中立Npc")]
[LabelText("显示所有怪物序号ID"), Indent]
[OnValueChanged("ShowAllMidNpcId")]
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[SerializeField]
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public bool isShowAllMidNpcID;
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[BoxGroup("中立Npc")]
[LabelText("添加怪物ID"), Indent, LabelWidth(100)]
[SerializeField]
[ShowIf("isEditingMidNpc")]
public int addMidMonsterId;
[BoxGroup("中立Npc")]
[Button("添加怪物id"), Indent, ShowIf("isEditingMidNpc")]
private void AddMidMonsterId()
{
if (!MonsterCfg.DataMap.ContainsKey(addMidMonsterId))
{
DebugUtil.LogError($"没有该怪物id:{addMidMonsterId}");
return;
}
midMonsterIDs.Add(addMidMonsterId);
DebugUtil.LogError($"添加怪物id:{addMidMonsterId}成功");
}
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[BoxGroup("中立Npc")]
[LabelText("怪物ID"), Indent, LabelWidth(100)]
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[SerializeField]
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[OnValueChanged("MidMonsterIDChanged")]
[ValueDropdown("GetMidMonsterIDs")]
[ShowIf("isEditingMidNpc")]
public int curMidMonsterID;
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[BoxGroup("中立Npc")]
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[PreviewField(150, ObjectFieldAlignment.Center), Indent, ReadOnly]
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[LabelText("NPC预制体预览图"), ShowIf("isEditingMidNpc")]
public GameObject midNpcObject;
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[BoxGroup("中立Npc")]
[LabelText("当前怪物列表"), Indent, ShowIf("isEditingMidNpc")]
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[ListDrawerSettings(HideAddButton = true, HideRemoveButton = true, ShowFoldout = true)]
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public List<NpcEditorInfo> currentMidNpcInfo = null;
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/// <summary>
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/// 该关卡的中立NPCID
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/// </summary>
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[HideInInspector] public List<int> midMonsterIDs;
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private IEnumerable<int> GetMidMonsterIDs()
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{
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return midMonsterIDs;
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}
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private void MidMonsterIDChanged()
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{
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var obj = LoadMidNpcPrefab(curMidMonsterID);
if (obj != null)
midNpcObject = obj;
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}
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private void OnIsEditingMidNpcChanged()
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{
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if (isEditingEnemyNpc && isEditingSelfNpc && isEditingMidNpc)
{
isEditingEnemyNpc = false;
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isEditingSelfNpc = false;
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}
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}
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private void ShowAllMidNpcId()
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{
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foreach (var npc in currentMidNpcInfo)
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{
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npc.isShowNpcID = isShowAllMidNpcID;
if (isShowAllMidNpcID)
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{
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if (!_showNpcInfos.Contains(npc))
{
_showNpcInfos.Add(npc);
}
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}
else
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{
_showNpcInfos.Remove(npc);
}
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}
}
#endregion
#region 保存
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[Button("保存当前关卡"), Indent]
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private void SaveCurrentLevel()
{
CheckCorrectLevel();
// 地区
currentLevelData.preparingRegionId = curRegionData.preparingRegionId;
currentLevelData.fallbackRegionId = curRegionData.fallbackRegionId;
currentLevelData.enemyFallbackRegionId = curRegionData.enemyFallbackRegionId;
currentLevelData.preparingRegionToward = curRegionData.preparingRegionToward;
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currentLevelData.pvpDefendRegionId = curRegionData.pvpDefendRegionId;
currentLevelData.pvpDefendToward = curRegionData.pvpDefendToward;
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#region 敌方NPC
foreach (var npcEditor in currentEenemyNpcInfo)
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{
npcEditor.npcInfo.index = npcEditor.id;
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npcEditor.npcInfo.configName = npcEditor.aiConfigName;
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}
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currentLevelData.npcInfos = currentEenemyNpcInfo.Select(editorNpcInfo => editorNpcInfo.npcInfo).ToList();
#endregion
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#region 己方NPC
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foreach (var npcFightEditorInfo in currentSelfNpcInfo)
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{
npcFightEditorInfo.npcInfo.index = npcFightEditorInfo.id;
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npcFightEditorInfo.npcInfo.configName = npcFightEditorInfo.aiConfigName;
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}
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currentLevelData.selfNpcInfos =
currentSelfNpcInfo.Select(editorFightNpcInfo => editorFightNpcInfo.npcInfo).ToList();
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#endregion
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#region 中立NPC
foreach (var npcEditor in currentMidNpcInfo)
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{
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npcEditor.npcInfo.index = npcEditor.id;
npcEditor.npcInfo.configName = npcEditor.aiConfigName;
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}
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currentLevelData.midNpcInfos = currentMidNpcInfo.Select(editorNpcInfo => editorNpcInfo.npcInfo).ToList();
#endregion
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// 占领数据
currentLevelData.CapturePoints.Clear();
foreach (var captureInfo in captureEditorInfo)
{
var capture = new LevelData.CaptureInfo
{
CapturePoint = _curMap.BlockPosition2TGSCellIndex(captureInfo.capturePoint),
CaptureProgress = captureInfo.captureProgress,
};
currentLevelData.CapturePoints.Add(capture);
}
// 扛旗数据
currentLevelData.flagStartPoints.Clear();
currentLevelData.flagEndPoints.Clear();
foreach (var flag in flagEditorInfo.flagStartPoints)
{
var cellIndex = _curMap.BlockPosition2TGSCellIndex(flag);
currentLevelData.flagStartPoints.Add(cellIndex);
}
foreach (var flag in flagEditorInfo.flagEndPoints)
{
var cellIndex = _curMap.BlockPosition2TGSCellIndex(flag);
currentLevelData.flagEndPoints.Add(cellIndex);
}
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// 撤离数据
currentLevelData.fallbackSinglePoints.Clear();
currentLevelData.fallbackReusablePoints.Clear();
foreach (var fallback in fallbackEditorInfo.fallbackSinglePoints)
{
var cellIndex = _curMap.BlockPosition2TGSCellIndex(fallback);
currentLevelData.fallbackSinglePoints.Add(cellIndex);
}
foreach (var fallback in fallbackEditorInfo.fallbackReusablePoints)
{
var cellIndex = _curMap.BlockPosition2TGSCellIndex(fallback);
currentLevelData.fallbackReusablePoints.Add(cellIndex);
}
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// 刷新点位
currentLevelData.refreshPoints.Clear();
currentLevelData.refreshPoints.AddRange(refreshPoints);
// 指定路径
currentLevelData.patrolRoadData = roadEditorInfos.Select(editorInfo => new PatrolData
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{
id = editorInfo.roadID,
patrolInfos = editorInfo.roadPoints,
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}).ToList();
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// 指定区域
currentLevelData.patrolRegionData = areaEditorInfos.Select(editorInfo => new PatrolData
{
id = editorInfo.areaID,
patrolInfos = editorInfo.areaPoints,
}).ToList();
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// 关卡进度
currentLevelData.progressGuideDatas = progressGuideDatas;
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// 立标数据
currentLevelData.setFlagGuideDatas = setFlagEditorInfos.Select(x => x.flagGuideData).ToList();
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// 信息板数据
currentLevelData.infoPanelGuideDatas = infoPanelGuideDatas;
// 处理条件(击杀对象列表)
ProcessCondition();
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_levelEditor.SaveLevelData();
}
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private void ProcessCondition()
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{
foreach (var condition in currentLevelData.setFlagGuideDatas)
{
ProcessCondition(condition.triggerCondition);
ProcessCondition(condition.finishCondition);
}
foreach (var condition in currentLevelData.progressGuideDatas)
{
ProcessCondition(condition.triggerCondition);
ProcessCondition(condition.finishCondition);
}
foreach (var condition in currentLevelData.infoPanelGuideDatas)
{
ProcessCondition(condition.triggerCondition);
ProcessCondition(condition.finishCondition);
}
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ProcessConditionForList(currentLevelData.starTarget);
ProcessConditionForList(currentLevelData.scoreTarget);
}
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private void ProcessConditionForList(IEnumerable<ConditionModifier> conditionModifiers)
{
foreach (var conditionModifier in conditionModifiers)
{
ProcessCondition(conditionModifier);
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}
}
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private void ProcessCondition(ConditionModifier conditionModifier)
{
// 击杀条件特殊处理
if (conditionModifier.conditionType == ConditionType.CombatKillEnemy)
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{
conditionModifier.conditionArgs.Clear();
foreach (var enemy in conditionModifier.killEnemyIDList)
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{
conditionModifier.conditionArgs.Add(new Param("", enemy, ""));
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}
}
else if (conditionModifier.conditionType == ConditionType.CombatInTargetGridByJob)
{
conditionModifier.conditionArgs.Clear();
conditionModifier.conditionArgs.Add(new Param("职业", conditionModifier.job,
typeof(cfg.CharacterCfg.Ejob).FullName));
conditionModifier.conditionArgs.Add(new Param("是否路过", conditionModifier.isPass, ""));
foreach (var unitID in conditionModifier.unitIDList)
{
conditionModifier.conditionArgs.Add(new Param("地格位置", unitID, ""));
}
}
else if (conditionModifier.conditionType == ConditionType.CombatInTargetGridByCharacterId)
{
conditionModifier.conditionArgs.Clear();
conditionModifier.conditionArgs.Add(new Param("角色ID", conditionModifier.roleID, ""));
conditionModifier.conditionArgs.Add(new Param("是否路过", conditionModifier.isPass, ""));
foreach (var unitID in conditionModifier.unitIDList)
{
conditionModifier.conditionArgs.Add(new Param("地格位置", unitID, ""));
}
}
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// 任意角色在目标位置特殊处理
else if (conditionModifier.conditionType == ConditionType.CombatInTargetGrid)
{
conditionModifier.conditionArgs.Clear();
conditionModifier.conditionArgs.Add(new Param("是否路过", conditionModifier.isPass, ""));
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foreach (var unitID in conditionModifier.unitIDList)
{
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conditionModifier.conditionArgs.Add(new Param("地格位置", unitID, ""));
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}
}
// 撤退数量特殊处理
else if (conditionModifier.conditionType == ConditionType.CombatFallBack &&
conditionModifier.conditionArgs.Count > 0)
{
currentLevelData.fallBackCount = (int)conditionModifier.conditionArgs[0].Arg;
}
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}
#endregion
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#region 关卡ID相关
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/// <summary>
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/// 关卡ID 通过关卡数据 json文件名 获得
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/// </summary>
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[LabelText("手动指定关卡ID"), Indent, LabelWidth(100), ShowIf("needManualInputLevelID")]
[OnValueChanged("GetLevelMonsterClass")]
[InfoBox("无法正确获得关卡ID请手动指定")]
[SerializeField]
public string levelID;
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/// <summary>
/// 需要手动输入关卡ID
/// </summary>
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[HideInInspector] public bool needManualInputLevelID;
/// <summary>
/// 获取关卡怪物列表
/// </summary>
public void GetLevelMonsterClass()
{
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if (!int.TryParse(levelID, out int levelIndex) ||
!LevelCfg.DataMap.TryGetValue(levelIndex, out _))
{
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needManualInputLevelID = true;
DebugUtil.LogError("无对应的关卡ID请手动输入关卡ID");
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curEnemyMonsterID = 0;
enemyNpcObject = null;
return;
}
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enemyMonsterIDs = new List<int>();
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selfMonsterIDs = new List<int>();
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midMonsterIDs = new List<int>();
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foreach (var monster in MonsterCfg.DataMap)
{
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string strID = monster.Key.ToString();
string tempID = strID[..6];
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// 关卡ID相同
if (!tempID.Equals(levelID))
continue;
switch (monster.Value.NpcType)
{
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case EMonsterType.EnemyCharacter:
{
enemyMonsterIDs.Add(monster.Key);
}
break;
case EMonsterType.SelfCharacter:
{
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selfMonsterIDs.Add(monster.Key);
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}
break;
case EMonsterType.Vehicle:
case EMonsterType.FightBuild:
{
midMonsterIDs.Add(monster.Key);
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enemyMonsterIDs.Add(monster.Key);
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selfMonsterIDs.Add(monster.Key);
}
break;
default:
DebugUtil.LogError($"未处理类型:{monster.Value.NpcType}");
break;
}
}
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if (enemyMonsterIDs.Count <= 0 && midMonsterIDs.Count <= 0)
DebugUtil.LogError($"请检查Monster表没有{levelID}关卡的怪物数据");
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}
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#endregion
#region 加载
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private void LoadLevel(LevelData levelData)
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{
DestroyNpcPrefab();
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_enemyNpcObjectWaveDic.Clear();
_midNpcObjectWaveDic.Clear();
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_showNpcInfos.Clear();
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_selfNpcObjectDic.Clear();
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currentLevelData = levelData;
//加载地区信息
curRegionData = new RegionData
{
preparingRegionId = currentLevelData.preparingRegionId,
fallbackRegionId = currentLevelData.fallbackRegionId,
enemyFallbackRegionId = currentLevelData.enemyFallbackRegionId,
preparingRegionToward = currentLevelData.preparingRegionToward,
pvpDefendRegionId = currentLevelData.pvpDefendRegionId,
pvpDefendToward = currentLevelData.pvpDefendToward
};
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_mapManager = FindObjectOfType<MapManager>();
_curMap = _mapManager.Map;
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_curMap.TerrainGridSystem.OnMouseClickOnGrid += OnCellClick;
// 加载占领数据
captureEditorInfo = new List<CaptureEditorInfo>();
foreach (var captureInfo in currentLevelData.CapturePoints)
{
var captureEditor = new CaptureEditorInfo()
{
capturePoint = _curMap.TGSCellIndex2BlockPosition(captureInfo.CapturePoint),
captureProgress = captureInfo.CaptureProgress,
};
captureEditorInfo.Add(captureEditor);
}
// 加载扛旗数据
flagEditorInfo = new FlagEditorInfo();
foreach (var flagStartPoint in currentLevelData.flagStartPoints)
{
var pos = _curMap.TGSCellIndex2BlockPosition(flagStartPoint);
flagEditorInfo.flagStartPoints.Add(pos);
}
foreach (var flagEndPoint in currentLevelData.flagEndPoints)
{
var pos = _curMap.TGSCellIndex2BlockPosition(flagEndPoint);
flagEditorInfo.flagEndPoints.Add(pos);
}
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// 加载撤离数据
fallbackEditorInfo = new FallbackEditorInfo();
foreach (var fallback in currentLevelData.fallbackSinglePoints)
{
var pos = _curMap.TGSCellIndex2BlockPosition(fallback);
fallbackEditorInfo.fallbackSinglePoints.Add(pos);
}
foreach (var fallback in currentLevelData.fallbackReusablePoints)
{
var pos = _curMap.TGSCellIndex2BlockPosition(fallback);
fallbackEditorInfo.fallbackReusablePoints.Add(pos);
}
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// 加载刷新点位
refreshPoints = new List<int>();
refreshPoints.AddRange(currentLevelData.refreshPoints);
// 加载指定路线
roadEditorInfos = currentLevelData.patrolRoadData.Select(roadInfo => new PrescribedRoadEditorInfo
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{
roadID = roadInfo.id,
roadPoints = roadInfo.patrolInfos,
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}).ToList();
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// 加载指定区域
areaEditorInfos = currentLevelData.patrolRegionData.Select(areaInfo => new PrescribedAreaEditorInfo
{
areaID = areaInfo.id,
areaPoints = areaInfo.patrolInfos,
}).ToList();
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// 加载关卡进度数据
progressGuideDatas = currentLevelData.progressGuideDatas;
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// 加载关卡引导立标数据
setFlagEditorInfos = currentLevelData.setFlagGuideDatas.Select(x => new SetFlagGuideEditorInfo(x)).ToList();
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// 加载信息板数据
infoPanelGuideDatas = currentLevelData.infoPanelGuideDatas;
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// 加载敌方NPC到场景中
LoadEnemyNpcInfo();
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// 加载中立NPC到场景中
LoadMidNpcInfo();
// 加载己方NPC到场景中
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LoadSelfNpcInfo();
}
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private void LoadEnemyNpcInfo()
{
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var monsterConfigDic = MonsterCfg.DataMap;
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currentEenemyNpcInfo = new();
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var index = 1;
foreach (var npcInfo in currentLevelData.npcInfos)
{
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if (!monsterConfigDic.TryGetValue(npcInfo.id, out var monsterClassData))
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{
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DebugUtil.LogError("请检查配置,没有 {0} 的怪物类ID", npcInfo.id);
continue;
}
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var npcEditor = new NpcEditorInfo(npcInfo, index, monsterClassData.MonsterLevel, monsterClassData.AIType, ETroopsId.Enemy);
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currentEenemyNpcInfo.Add(npcEditor);
var npcObj = LoadEnemyNpcPrefab(npcInfo.id);
if (npcObj != null)
{
var setPos = _curMap.BlockPosition2WorldPosition(npcInfo.position);
var yaw = LevelUtils.SetCharaterToward(npcInfo.npcToward);
if (_enemyNpcObjectWaveDic.TryGetValue(npcInfo.waveIndex, out var npcObjectDic))
{
npcObjectDic.Add(npcEditor, Instantiate(npcObj, setPos, Quaternion.Euler(0, yaw, 0)));
}
else
{
npcObjectDic = new Dictionary<NpcEditorInfo, GameObject>
{ { npcEditor, Instantiate(npcObj, setPos, Quaternion.Euler(0, yaw, 0)) } };
_enemyNpcObjectWaveDic.Add(npcInfo.waveIndex, npcObjectDic);
}
}
index++;
}
}
private void LoadMidNpcInfo()
{
var monsterConfigDic = MonsterCfg.DataMap;
currentMidNpcInfo = new();
var index = 1;
foreach (var npcInfo in currentLevelData.midNpcInfos)
{
if (!monsterConfigDic.TryGetValue(npcInfo.id, out var monsterClassData))
{
DebugUtil.LogError("请检查配置,没有 {0} 的怪物类ID", npcInfo.id);
continue;
}
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var npcEditor = new NpcEditorInfo(npcInfo, index, monsterClassData.MonsterLevel, monsterClassData.AIType, ETroopsId.Neutral);
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currentMidNpcInfo.Add(npcEditor);
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var npcObj = LoadMidNpcPrefab(npcInfo.id);
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if (npcObj != null)
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{
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var setPos = _curMap.BlockPosition2WorldPosition(npcInfo.position);
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var yaw = LevelUtils.SetCharaterToward(npcInfo.npcToward);
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if (_midNpcObjectWaveDic.TryGetValue(npcInfo.waveIndex, out var npcObjectDic))
{
npcObjectDic.Add(npcEditor, Instantiate(npcObj, setPos, Quaternion.Euler(0, yaw, 0)));
}
else
{
npcObjectDic = new Dictionary<NpcEditorInfo, GameObject>
{ { npcEditor, Instantiate(npcObj, setPos, Quaternion.Euler(0, yaw, 0)) } };
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_midNpcObjectWaveDic.Add(npcInfo.waveIndex, npcObjectDic);
}
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}
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index++;
}
}
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private void LoadSelfNpcInfo()
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{
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var monsterConfigDic = MonsterCfg.DataMap;
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currentSelfNpcInfo = new();
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var index = SelfID + 1;
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foreach (var selfNpcInfo in currentLevelData.selfNpcInfos)
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{
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if (!monsterConfigDic.TryGetValue(selfNpcInfo.id, out var monsterClassData))
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{
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DebugUtil.LogError("请检查配置,没有 {0} 的怪物类ID, 已经删除对应", selfNpcInfo.id);
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continue;
}
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var npcEditor = new NpcEditorInfo(selfNpcInfo, index, monsterClassData.MonsterLevel, monsterClassData.AIType, ETroopsId.Self);
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currentSelfNpcInfo.Add(npcEditor);
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var npcObj = LoadSelfNpcPrefab(selfNpcInfo.id);
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if (npcObj != null)
{
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var setPos = _curMap.BlockPosition2WorldPosition(selfNpcInfo.position);
var yaw = LevelUtils.SetCharaterToward(selfNpcInfo.npcToward);
_selfNpcObjectDic.Add(selfNpcInfo.position, Instantiate(npcObj, setPos, Quaternion.Euler(0, yaw, 0)));
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}
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index++;
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}
}
#endregion
#region 点击添加事件
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private bool ResponseClickOnCell =>
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isEditingEnemyNpc || isEditingSelfNpc || isEditingMidNpc || isEditingNpcPos || isEditingFlagStart ||
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isEditingFlagEnd || isEditingCapture ||
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isEditingFallbackReusable || isEditingFallbackSingle || isEditingRefreshID || isEditingRoadInfo || isEditingAreaInfo;
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private void OnCellClick(TerrainGridSystem tgs, int cellindex, int buttonindex)
{
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if (!ResponseClickOnCell) return;
var clickPosition = _curMap.TGSCellIndex2BlockPosition(cellindex);
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int leftButton = 0;
int rightButton = 1;
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if (buttonindex != leftButton && buttonindex != rightButton)
return;
bool opTrue = buttonindex == leftButton;
if (isEditingFlagStart)
{
EditingFlagStart(clickPosition, true, opTrue);
}
else if (isEditingFlagEnd)
{
EditingFlagStart(clickPosition, false, opTrue);
}
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else if (isEditingFallbackSingle)
{
EditingFallBack(clickPosition, true, opTrue);
}
else if (isEditingFallbackReusable)
{
EditingFallBack(clickPosition, false, opTrue);
}
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else if (isEditingCapture)
{
EditingCapture(clickPosition, opTrue);
}
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else if (isEditingNpcPos)
{
if (opTrue)
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ChangeNpcPos(clickPosition, npcTroopId);
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}
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else if (isEditingEnemyNpc)
{
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EditEnemyNpc(clickPosition, opTrue);
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}
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else if (isEditingSelfNpc)
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{
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EditSelfNpc(clickPosition, opTrue);
}
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else if (isEditingMidNpc)
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{
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EditMidNpc(clickPosition, opTrue);
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}
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else if (isEditingRefreshID)
{
EditRefreshID(cellindex, opTrue);
}
else if (isEditingRoadInfo && isEditingRoad)
{
EditRoad(cellindex, opTrue);
}
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else if (isEditingAreaInfo && isEditingArea)
{
EditArea(cellindex, opTrue);
}
}
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private void EditingFallBack(Vector2Int clickPosition, bool isEditingSingle, bool isAdd)
{
if (isEditingSingle)
{
if (isAdd && !fallbackEditorInfo.fallbackSinglePoints.Contains(clickPosition))
{
DebugUtil.Log("单次撤离点添加: {0}", clickPosition);
fallbackEditorInfo.fallbackSinglePoints.Add(clickPosition);
}
else if (!isAdd && fallbackEditorInfo.fallbackSinglePoints.Contains(clickPosition))
{
DebugUtil.Log("单次撤离点移除: {0}", clickPosition);
fallbackEditorInfo.fallbackSinglePoints.Remove(clickPosition);
}
}
else
{
if (isAdd && !fallbackEditorInfo.fallbackReusablePoints.Contains(clickPosition))
{
DebugUtil.Log("复用撤离点添加: {0}", clickPosition);
fallbackEditorInfo.fallbackReusablePoints.Add(clickPosition);
}
else if (!isAdd && fallbackEditorInfo.fallbackReusablePoints.Contains(clickPosition))
{
DebugUtil.Log("复用撤离点移除: {0}", clickPosition);
fallbackEditorInfo.fallbackReusablePoints.Remove(clickPosition);
}
}
}
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private void EditingFlagStart(Vector2Int clickPosition, bool isEditingStart, bool isAdd)
{
if (isEditingStart)
{
if (isAdd && !flagEditorInfo.flagStartPoints.Contains(clickPosition))
{
DebugUtil.Log("扛旗起点添加: {0}", clickPosition);
flagEditorInfo.flagStartPoints.Add(clickPosition);
}
else if (!isAdd && flagEditorInfo.flagStartPoints.Contains(clickPosition))
{
DebugUtil.Log("扛旗起点移除: {0}", clickPosition);
flagEditorInfo.flagStartPoints.Remove(clickPosition);
}
}
else
{
if (isAdd && !flagEditorInfo.flagEndPoints.Contains(clickPosition))
{
DebugUtil.Log("扛旗终点添加: {0}", clickPosition);
flagEditorInfo.flagEndPoints.Add(clickPosition);
}
else if (!isAdd && flagEditorInfo.flagEndPoints.Contains(clickPosition))
{
DebugUtil.Log("扛旗终点移除: {0}", clickPosition);
flagEditorInfo.flagEndPoints.Remove(clickPosition);
}
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}
}
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private void EditingCapture(Vector2Int clickPosition, bool isAdd)
{
var isExist = false;
CaptureEditorInfo existCapture = null;
foreach (var capture in captureEditorInfo)
{
if (capture.capturePoint == clickPosition)
{
isExist = true;
existCapture = capture;
}
}
if (isAdd)
{
if (!isExist)
{
DebugUtil.Log("占领点添加: {0}", clickPosition);
captureEditorInfo.Add(new CaptureEditorInfo()
{
capturePoint = clickPosition
});
}
}
else
{
if (existCapture != null)
{
DebugUtil.Log("占领点移除: {0}", clickPosition);
captureEditorInfo.Remove(existCapture);
}
}
}
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private void ChangeNpcPos(Vector2Int clickPosition, int npcTroopId)
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{
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if (null == _currNpcEditorInfo)
return;
var oldPos = _currEditingNpcInfo.position;
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if (oldPos == clickPosition)
return;
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var newWorldPos = _curMap.BlockPosition2WorldPosition(clickPosition);
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if (2 == npcTroopId && _enemyNpcObjectWaveDic.TryGetValue(_currEditingNpcInfo.waveIndex, out var enemyNpcObjectDic))
{
if (enemyNpcObjectDic.TryGetValue(_currNpcEditorInfo, out var npcObj))
{
npcObj.transform.position = newWorldPos;
_currEditingNpcInfo.position = clickPosition;
DebugUtil.Log("怪物: [ {0} ] 移动到 [ {1} ]位置上", _currEditingNpcInfo.id, clickPosition);
}
}
else if (0 == npcTroopId && _enemyNpcObjectWaveDic.TryGetValue(_currEditingNpcInfo.waveIndex, out var midNpcObjectDic))
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{
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if (midNpcObjectDic.TryGetValue(_currNpcEditorInfo, out var npcObj))
{
npcObj.transform.position = newWorldPos;
_currEditingNpcInfo.position = clickPosition;
DebugUtil.Log("怪物: [ {0} ] 移动到 [ {1} ]位置上", _currEditingNpcInfo.id, clickPosition);
}
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}
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else if (1 == npcTroopId && _selfNpcObjectDic.TryGetValue(oldPos, out var selfNpcObj))
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{
selfNpcObj.transform.position = newWorldPos;
_currEditingNpcInfo.position = clickPosition;
_selfNpcObjectDic.Remove(oldPos);
_selfNpcObjectDic.Add(clickPosition, selfNpcObj);
DebugUtil.Log("怪物: [ {0} ] 移动到 [ {1} ]位置上", _currEditingNpcInfo.id, clickPosition);
}
else
{
DebugUtil.LogError("需要更改的旧位置上没有怪物:{0}", oldPos);
}
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}
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#region 敌方NPC编辑方法
private void EditEnemyNpc(Vector2Int clickPosition, bool isAdd)
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{
if (isAdd)
{
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AddEnemyNpc(clickPosition);
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}
else
{
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RemoveEnemyNpc(clickPosition);
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}
}
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private void AddEnemyNpc(Vector2Int clickPosition)
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{
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if (enemyNpcObject == null || curEnemyMonsterID == 0)
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{
DebugUtil.LogError("请选择正确的NPC");
return;
}
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_enemyNpcObjectWaveDic ??= new Dictionary<int, Dictionary<NpcEditorInfo, GameObject>>();
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NPCInfo npcInfo = new()
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{
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id = curEnemyMonsterID,
position = clickPosition,
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index = currentEenemyNpcInfo.Count + 1,
troopId = ETroopsId.Enemy,
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};
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var level = 0;
var aiType = 0;
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var monsterConfigDic = MonsterCfg.DataMap;
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if (monsterConfigDic.TryGetValue(curEnemyMonsterID, out var monster))
{
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level = monster.MonsterLevel;
aiType = monster.AIType;
}
else
{
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DebugUtil.LogError("获取怪物[{0}]配置数据错误", curEnemyMonsterID);
}
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var npcEditor = new NpcEditorInfo(npcInfo, currentEenemyNpcInfo.Count + 1, level, aiType, ETroopsId.Enemy);
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currentEenemyNpcInfo.Add(npcEditor);
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var pos = _curMap.BlockPosition2WorldPosition(npcInfo.position);
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if (_enemyNpcObjectWaveDic.TryGetValue(npcInfo.waveIndex, out var npcObjectDic))
{
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var obj = Instantiate(enemyNpcObject, pos, enemyNpcObject.transform.rotation);
npcObjectDic.Add(npcEditor, obj);
}
else
{
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var obj = Instantiate(enemyNpcObject, pos, enemyNpcObject.transform.rotation);
npcObjectDic = new Dictionary<NpcEditorInfo, GameObject>
{ { npcEditor, obj } };
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_enemyNpcObjectWaveDic.Add(npcInfo.waveIndex, npcObjectDic);
}
DebugUtil.Log(
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$"添加了第[ {npcInfo.waveIndex} ]波的[ {npcInfo.index} ]怪物到 [ {npcInfo.position} ]位置上, 其预制体为: {enemyNpcObject.name}");
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}
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private void RemoveEnemyNpc(Vector2Int clickPosition)
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{
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var npc = currentEenemyNpcInfo.LastOrDefault(npc => npc.npcInfo.position == clickPosition);
if (npc != null)
{
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if (_enemyNpcObjectWaveDic.TryGetValue(npc.npcInfo.waveIndex, out var npcObjectDic))
{
if (npcObjectDic.TryGetValue(npc, out var obj))
{
DebugUtil.Log(
$"从[ {clickPosition} ]位置上移除了[ {npc.npcInfo.waveIndex} ]波的[{npc.id}]NPC, 其预制体名字为:{obj.name}");
DestroyImmediate(obj);
npcObjectDic.Remove(npc);
}
else
{
DebugUtil.LogError($"波次{npc.npcInfo.waveIndex}中没有怪物{npc.id}");
}
}
else
{
DebugUtil.LogError("没有波次{0}的怪物信息", npc.npcInfo.waveIndex);
}
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currentEenemyNpcInfo.Remove(npc);
}
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ReorderEnemyNpcID();
}
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#endregion
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#region 已放NPC编辑方法
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private void EditSelfNpc(Vector2Int clickPosition, bool isAdd)
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{
if (isAdd)
{
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AddSelfNpc(clickPosition);
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}
else
{
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RemoveSelfNpc(clickPosition);
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}
}
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private void AddSelfNpc(Vector2Int clickPosition)
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{
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if (selfNpcObject == null || curSelfNpcID == 0)
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{
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DebugUtil.LogError("请选择正确的己方NPC");
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return;
}
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_selfNpcObjectDic ??= new Dictionary<Vector2Int, GameObject>();
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if (_selfNpcObjectDic.ContainsKey(clickPosition))
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{
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DebugUtil.LogError("该位置已有NPC存在请重新选");
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return;
}
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NPCInfo npcInfo = new()
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{
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id = curSelfNpcID,
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position = clickPosition,
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troopId = ETroopsId.Self,
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};
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var level = 0;
var aiType = 0;
var monsterConfigDic = MonsterCfg.DataMap;
if (monsterConfigDic.TryGetValue(curSelfNpcID, out var monster))
{
level = monster.MonsterLevel;
aiType = monster.AIType;
}
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else
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{
DebugUtil.LogError("获取己方Npc[{0}]配置数据错误", curSelfNpcID);
}
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currentSelfNpcInfo.Add(new NpcEditorInfo(npcInfo, SelfID + currentSelfNpcInfo.Count + 1, level, aiType, ETroopsId.Self));
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var pos = _curMap.BlockPosition2WorldPosition(npcInfo.position);
_selfNpcObjectDic.Add(npcInfo.position, Instantiate(selfNpcObject, pos, selfNpcObject.transform.rotation));
DebugUtil.Log("添加了己方Npc: [ {0} ] 到 [ {1} ]位置上, 其预制体为: {2}", npcInfo.id, npcInfo.position, selfNpcObject.name);
}
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private void RemoveSelfNpc(Vector2Int clickPosition)
{
if (_selfNpcObjectDic.TryGetValue(clickPosition, out var npcObj))
{
var npc = currentSelfNpcInfo.FirstOrDefault(npcFight => npcFight.npcInfo.position == clickPosition);
if (npc != null)
{
currentSelfNpcInfo.Remove(npc);
DebugUtil.Log("从[ {0} ]位置上移除了[{1}] 己方NPC", clickPosition, npcObj.name);
DestroyImmediate(npcObj);
_selfNpcObjectDic.Remove(clickPosition);
}
}
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ReorderSelfNpcID();
}
#endregion
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#region 中立NPC编辑方法
private void EditMidNpc(Vector2Int clickPosition, bool isAdd)
{
if (isAdd)
AddMidNpc(clickPosition);
else
RemoveMidNpc(clickPosition);
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}
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private void AddMidNpc(Vector2Int clickPosition)
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{
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if (midNpcObject == null || curMidMonsterID == 0)
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{
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DebugUtil.LogError("请选择正确的NPC");
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return;
}
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_midNpcObjectWaveDic ??= new Dictionary<int, Dictionary<NpcEditorInfo, GameObject>>();
NPCInfo npcInfo = new()
{
id = curMidMonsterID,
position = clickPosition,
index = currentMidNpcInfo.Count + 1,
troopId = ETroopsId.Neutral,
};
var level = 0;
var aiType = 0;
var monsterConfigDic = MonsterCfg.DataMap;
if (monsterConfigDic.TryGetValue(curMidMonsterID, out var monster))
{
level = monster.MonsterLevel;
aiType = monster.AIType;
}
else
{
DebugUtil.LogError("获取怪物[{0}]配置数据错误", curMidMonsterID);
}
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var npcEditor = new NpcEditorInfo(npcInfo, currentMidNpcInfo.Count + 1, level, aiType, ETroopsId.Neutral);
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currentMidNpcInfo.Add(npcEditor);
var pos = _curMap.BlockPosition2WorldPosition(npcInfo.position);
if (_midNpcObjectWaveDic.TryGetValue(npcInfo.waveIndex, out var npcObjectDic))
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{
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var obj = Instantiate(midNpcObject, pos, midNpcObject.transform.rotation);
npcObjectDic.Add(npcEditor, obj);
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}
else
{
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var obj = Instantiate(midNpcObject, pos, midNpcObject.transform.rotation);
npcObjectDic = new Dictionary<NpcEditorInfo, GameObject>
{ { npcEditor, obj } };
_midNpcObjectWaveDic.Add(npcInfo.waveIndex, npcObjectDic);
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}
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DebugUtil.Log(
$"添加了第[ {npcInfo.waveIndex} ]波的[ {npcInfo.index} ]怪物到 [ {npcInfo.position} ]位置上, 其预制体为: {midNpcObject.name}");
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}
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private void RemoveMidNpc(Vector2Int clickPosition)
{
var npc = currentMidNpcInfo.LastOrDefault(npc => npc.npcInfo.position == clickPosition);
if (npc != null)
{
if (_midNpcObjectWaveDic.TryGetValue(npc.npcInfo.waveIndex, out var npcObjectDic))
{
if (npcObjectDic.TryGetValue(npc, out var obj))
{
DebugUtil.Log(
$"从[ {clickPosition} ]位置上移除了[ {npc.npcInfo.waveIndex} ]波的[{npc.id}]NPC, 其预制体名字为:{obj.name}");
DestroyImmediate(obj);
npcObjectDic.Remove(npc);
}
else
{
DebugUtil.LogError($"波次{npc.npcInfo.waveIndex}中没有怪物{npc.id}");
}
}
else
{
DebugUtil.LogError("没有波次{0}的怪物信息", npc.npcInfo.waveIndex);
}
currentMidNpcInfo.Remove(npc);
}
ReorderMidNpcID();
}
#endregion
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private void EditRefreshID(int clickPosition, bool isAdd)
{
if (isAdd && !refreshPoints.Contains(clickPosition))
{
refreshPoints.Add(clickPosition);
_curMap.TerrainGridSystem.CellToggleRegionSurface(clickPosition, true, RegionColor);
}
else if (!isAdd && refreshPoints.Contains(clickPosition))
{
refreshPoints.Remove(clickPosition);
_curMap.TerrainGridSystem.CellHideRegionSurface(clickPosition);
}
}
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/// <summary>
/// 编辑路线
/// </summary>
/// <param name="clickPosition"></param>
/// <param name="isAdd"></param>
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private void EditRoad(int clickPosition, bool isAdd)
{
if (_currEditingRoadInfo == null) return;
if (isAdd && !_currEditingRoadInfo.roadPoints.Any(x => x.cellIndex == clickPosition))
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{
_currEditingRoadInfo.roadPoints.Add(new PatrolInfo()
{
cellIndex = clickPosition,
waitTime = 0f,
});
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}
else if (!isAdd && _currEditingRoadInfo.roadPoints.Any(x => x.cellIndex == clickPosition))
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{
_currEditingRoadInfo.roadPoints = _currEditingRoadInfo.roadPoints.Where(x => x.cellIndex != clickPosition).ToList();
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}
}
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/// <summary>
/// 编辑区域
/// </summary>
/// <param name="clickPosition"></param>
/// <param name="isAdd"></param>
private void EditArea(int clickPosition, bool isAdd)
{
if (null == _currEditingAreaInfo)
return;
if (isAdd && !_currEditingAreaInfo.areaPoints.Any(x => x.cellIndex == clickPosition))
{
_currEditingAreaInfo.areaPoints.Add(new PatrolInfo()
{
cellIndex = clickPosition,
waitTime = 0f,
});
}
else if (!isAdd && _currEditingAreaInfo.areaPoints.Any(x => x.cellIndex == clickPosition))
{
_currEditingAreaInfo.areaPoints = _currEditingAreaInfo.areaPoints.Where(x => x.cellIndex != clickPosition).ToList();
}
}
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#endregion
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#region 敌方Npc某些值改变时响应事件
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private void ReorderEnemyNpcID()
{
for (var i = 0; i < currentEenemyNpcInfo.Count; i++)
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{
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currentEenemyNpcInfo[i].id = i + 1;
currentEenemyNpcInfo[i].npcInfo.index = currentEenemyNpcInfo[i].id;
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}
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}
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private void ReorderMidNpcID()
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{
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for (var i = 0; i < currentMidNpcInfo.Count; i++)
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{
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currentMidNpcInfo[i].id = i + 1;
currentMidNpcInfo[i].npcInfo.index = currentMidNpcInfo[i].id;
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}
}
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private void ReorderSelfNpcID()
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{
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for (var i = 0; i < currentSelfNpcInfo.Count; i++)
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{
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currentSelfNpcInfo[i].id = SelfID + i + 1;
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}
}
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private void ChangeEnemyNpcID(NpcEditorInfo npcEditorInfo, int newMonsterID)
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{
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if (_enemyNpcObjectWaveDic.TryGetValue(npcEditorInfo.npcInfo.waveIndex, out var npcObjectDic))
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{
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if (npcObjectDic.TryGetValue(npcEditorInfo, out var npcObj))
{
var newObj = LoadEnemyNpcPrefab(newMonsterID);
if (newObj != null)
{
npcEditorInfo.npcInfo.id = newMonsterID;
npcEditorInfo.npcInfo.aiTypeID = MonsterCfg.DataMap[newMonsterID].AIType;
npcEditorInfo.level = MonsterCfg.DataMap[newMonsterID].MonsterLevel;
npcObjectDic[npcEditorInfo] =
Instantiate(newObj, npcObj.transform.position, npcObj.transform.rotation);
DestroyImmediate(npcObj);
DebugUtil.Log(
$"从[ {npcEditorInfo.npcInfo.position} ]的怪物ID改为:[ {npcEditorInfo.npcInfo.id} ]");
}
}
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}
}
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private void ChangeMidNpcID(NpcEditorInfo npcEditorInfo, int newMonsterID)
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{
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if (_midNpcObjectWaveDic.TryGetValue(npcEditorInfo.npcInfo.waveIndex, out var npcObjectDic))
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{
if (npcObjectDic.TryGetValue(npcEditorInfo, out var npcObj))
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{
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var newObj = LoadMidNpcPrefab(newMonsterID);
if (newObj != null)
{
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npcEditorInfo.npcInfo.id = newMonsterID;
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npcEditorInfo.npcInfo.aiTypeID = MonsterCfg.DataMap[newMonsterID].AIType;
npcEditorInfo.level = MonsterCfg.DataMap[newMonsterID].MonsterLevel;
npcObjectDic[npcEditorInfo] =
Instantiate(newObj, npcObj.transform.position, npcObj.transform.rotation);
DestroyImmediate(npcObj);
DebugUtil.Log(
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$"从[ {npcEditorInfo.npcInfo.position} ]的怪物ID改为:[ {npcEditorInfo.npcInfo.id} ]");
}
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}
}
}
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private void ChangeSelfNpcID(NPCInfo npcInfoInfo, int newMonsterID)
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{
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if (_selfNpcObjectDic.TryGetValue(npcInfoInfo.position, out var npcObj))
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{
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var newObj = LoadSelfNpcPrefab(newMonsterID);
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if (newObj != null)
{
npcInfoInfo.id = newMonsterID;
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npcInfoInfo.aiTypeID = MonsterCfg.DataMap[newMonsterID].AIType;
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_selfNpcObjectDic[npcInfoInfo.position] =
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Instantiate(newObj, npcObj.transform.position, npcObj.transform.rotation);
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DestroyImmediate(npcObj);
DebugUtil.Log("位置上[ {0} ]的fight怪物ID改为: [ {1} ] ", npcInfoInfo.position, npcInfoInfo.id);
}
}
}
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#endregion
#region 检查关卡
private const string PreparingRegionErrorMessage = "关卡出战区设置错误,该地图没有:<{0}>号地区。\n";
private const string FallbackRegionErrorMessage = "关卡撤退区设置错误,该地图没有:<{0}>号地区。\n";
private const string EnemyFallbackRegionErrorMessage = "关卡敌方撤退区设置错误,该地图没有:<{0}>号地区。\n";
private const string FixedMessage = "已将错误区域设置为默认<0>号地区。";
private const string CaptureErrorMessage = "占领条件参数大于配置的占领区域。";
private void CheckCorrectLevel()
{
if (_curMap == null)
{
return;
}
var errorMessage = string.Empty;
if (!_curMap.MapData.IsRegionExist(curRegionData.preparingRegionId))
{
errorMessage += string.Format(PreparingRegionErrorMessage,
curRegionData.preparingRegionId);
curRegionData.preparingRegionId = 0;
}
if (!_curMap.MapData.IsRegionExist(curRegionData.fallbackRegionId))
{
errorMessage += string.Format(FallbackRegionErrorMessage,
curRegionData.fallbackRegionId);
curRegionData.fallbackRegionId = 0;
}
if (!_curMap.MapData.IsRegionExist(curRegionData.enemyFallbackRegionId))
{
errorMessage += string.Format(EnemyFallbackRegionErrorMessage,
curRegionData.enemyFallbackRegionId);
curRegionData.enemyFallbackRegionId = 0;
}
// 检查占领条件相关
/*
if (!CheckLevelCondition())
{
CustomPopUpWindow.PopUp(CaptureErrorMessage);
}
*/
if (!string.IsNullOrEmpty(errorMessage))
{
CustomPopUpWindow.PopUp(errorMessage + FixedMessage);
}
}
/*private bool CheckLevelCondition()
{
if (currentLevelData.stages.Any(stage => stage.successCondition.conditionType == ConditionType.CombatLeastOccupy
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&& stage.successCondition.conditionArgs[0].Arg >
captureEditorInfo.Count))
{
return false;
}
if (currentLevelData.starTarget.Any(modifier => modifier.conditionType == ConditionType.CombatLeastOccupy
&& modifier.conditionArgs[0].Arg > captureEditorInfo.Count))
{
return false;
}
if (currentLevelData.scoreTarget.Any(modifier => modifier.conditionType == ConditionType.CombatLeastOccupy
&& modifier.conditionArgs[0].Arg > captureEditorInfo.Count))
{
return false;
}
return true;
}*/
#endregion
#region 内部方法
/// <summary>
/// 关卡加载时 加载敌方预制体
/// </summary>
/// <param name="monsterID">Monster表ID</param>
/// <returns></returns>
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private GameObject LoadEnemyNpcPrefab(int monsterID)
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{
GameObject obj = null;
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var curMonsterClassID = 0;
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if (MonsterCfg.DataMap.TryGetValue(monsterID, out var monster))
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{
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curMonsterClassID = monster.MonsterClassID;
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}
else
{
return null;
}
switch (monster.NpcType)
{
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case EMonsterType.Vehicle:
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{
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if (VehicleCfg.DataMap.TryGetValue(curMonsterClassID, out var vehicle))
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{
var prefabPath = PathEx.GetVehicleGameModelPath(vehicle.ID);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查敌方载具类: {0}的预制体路径是否存在,对应的完整路径: {1}", curMonsterClassID, prefabPath);
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}
}
else
{
DebugUtil.LogError("请检查敌方载具类: {0}的配置是否存在", curMonsterClassID);
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}
return obj;
}
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case EMonsterType.EnemyCharacter:
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{
if (MonsterClassCfg.DataMap.TryGetValue(curMonsterClassID, out var monsterClass))
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{
var prefabPath = PathEx.GetCharacterFightModelPath(monsterClass.NameId, monsterClass.WeaponId);
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obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查敌方怪物类: {0}的预制体路径是否存在,对应的完整路径: {1}", curMonsterClassID, prefabPath);
}
}
else
{
DebugUtil.LogError("请检查敌方怪物类: {0}的配置是否存在", curMonsterClassID);
}
return obj;
}
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case EMonsterType.FightBuild:
{
if (FightBuildCfg.DataMap.TryGetValue(curMonsterClassID, out var buildData))
{
var prefabPath = PathEx.GetFightBuildingPath(buildData.ModelPath);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查敌方建筑类: {0}的预制体路径是否存在,对应的完整路径: {1}", curMonsterClassID, prefabPath);
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}
}
else
{
DebugUtil.LogError("请检查敌方建筑类: {0}的配置是否存在", curMonsterClassID);
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}
return obj;
}
default: return null;
}
}
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/// <summary>
/// 关卡加载时 加载中立预制体
/// </summary>
/// <param name="monsterID">Monster表ID</param>
/// <returns></returns>
private GameObject LoadMidNpcPrefab(int monsterID)
{
GameObject obj = null;
var curMonsterClassID = 0;
if (MonsterCfg.DataMap.TryGetValue(monsterID, out var monster))
{
curMonsterClassID = monster.MonsterClassID;
}
else
{
return null;
}
switch (monster.NpcType)
{
case EMonsterType.Vehicle:
{
if (VehicleCfg.DataMap.TryGetValue(curMonsterClassID, out var vehicle))
{
var prefabPath = PathEx.GetVehicleGameModelPath(vehicle.ID);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查敌方载具类: {0}的预制体路径是否存在,对应的完整路径: {1}", curMonsterClassID, prefabPath);
}
}
else
{
DebugUtil.LogError("请检查敌方载具类: {0}的配置是否存在", curMonsterClassID);
}
return obj;
}
case EMonsterType.EnemyCharacter:
{
if (MonsterClassCfg.DataMap.TryGetValue(curMonsterClassID, out var monsterClass))
{
var prefabPath = PathEx.GetCharacterFightModelPath(monsterClass.NameId, monsterClass.WeaponId);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查敌方怪物类: {0}的预制体路径是否存在,对应的完整路径: {1}", curMonsterClassID, prefabPath);
}
}
else
{
DebugUtil.LogError("请检查敌方怪物类: {0}的配置是否存在", curMonsterClassID);
}
return obj;
}
case EMonsterType.FightBuild:
{
if (FightBuildCfg.DataMap.TryGetValue(curMonsterClassID, out var buildData))
{
var prefabPath = PathEx.GetFightBuildingPath(buildData.ModelPath);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查敌方建筑类: {0}的预制体路径是否存在,对应的完整路径: {1}", curMonsterClassID, prefabPath);
}
}
else
{
DebugUtil.LogError("请检查敌方建筑类: {0}的配置是否存在", curMonsterClassID);
}
return obj;
}
default: return null;
}
}
/// <summary>
/// 关卡加载时 加载己方预制体
/// </summary>
/// <param name="monsterID">Monster表ID</param>
/// <returns></returns>
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private GameObject LoadSelfNpcPrefab(int monsterID)
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{
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GameObject obj = null;
var curFightNpcID = 0;
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if (MonsterCfg.DataMap.TryGetValue(monsterID, out var monster))
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{
curFightNpcID = monster.MonsterClassID;
}
else
{
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return null;
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}
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switch (monster.NpcType)
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{
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case EMonsterType.Vehicle:
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{
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if (VehicleCfg.DataMap.TryGetValue(curFightNpcID, out var vehicle))
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{
var prefabPath = PathEx.GetVehicleGameModelPath(vehicle.ID);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查己方载具类: {0}的预制体路径是否存在,对应的完整路径: {1}", curFightNpcID, prefabPath);
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}
}
else
{
DebugUtil.LogError("请检查己方载具类: {0}的配置是否存在", curFightNpcID);
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}
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return obj;
}
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case EMonsterType.SelfCharacter:
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{
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if (FightNpcCfg.DataMap.TryGetValue(curFightNpcID, out var fightNpc))
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{
var prefabPath = PathEx.GetCharacterFightModelPath(fightNpc.NameId, fightNpc.WeaponId);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查己方NPC类: {0}的预制体路径是否存在,对应的完整路径: {1}", curFightNpcID, prefabPath);
}
}
else
{
DebugUtil.LogError("请检查己方NPC类: {0}的配置是否存在", curFightNpcID);
}
return obj;
}
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case EMonsterType.FightBuild:
{
if (FightBuildCfg.DataMap.TryGetValue(curFightNpcID, out var buildData))
{
var prefabPath = PathEx.GetFightBuildingPath(buildData.ModelPath);
obj = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (obj == null)
{
DebugUtil.LogError("请检查己方建筑类: {0}的预制体路径是否存在,对应的完整路径: {1}", curFightNpcID, prefabPath);
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}
}
else
{
DebugUtil.LogError("请检查己方建筑类: {0}的配置是否存在", curFightNpcID);
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}
return obj;
}
default: return null;
}
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}
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private void DestroyNpcPrefab()
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{
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foreach (var npcData in _enemyNpcObjectWaveDic.Values)
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{
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foreach (var npc in npcData.Values)
{
DestroyImmediate(npc);
}
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}
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foreach (var npcData in _midNpcObjectWaveDic.Values)
{
foreach (var npc in npcData.Values)
{
DestroyImmediate(npc);
}
}
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foreach (var npc in _selfNpcObjectDic)
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{
DestroyImmediate(npc.Value);
}
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}
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private void ChangeEnemyNpcToward(NpcEditorInfo npcEditorInfo, CharacterToward npcToward)
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{
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if (_enemyNpcObjectWaveDic.TryGetValue(npcEditorInfo.npcInfo.waveIndex, out var npcObjectDic))
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{
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if (npcObjectDic.TryGetValue(npcEditorInfo, out var npcObj))
{
var yaw = LevelUtils.SetCharaterToward(npcToward);
npcObj.transform.eulerAngles = new Vector3(0, yaw, 0);
}
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}
}
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private void ChangeMidNpcToward(NpcEditorInfo npcEditorInfo, CharacterToward npcToward)
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{
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if (_midNpcObjectWaveDic.TryGetValue(npcEditorInfo.npcInfo.waveIndex, out var npcObjectDic))
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{
if (npcObjectDic.TryGetValue(npcEditorInfo, out var npcObj))
{
var yaw = LevelUtils.SetCharaterToward(npcToward);
npcObj.transform.eulerAngles = new Vector3(0, yaw, 0);
}
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}
}
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private void ChangeSelfNpcToward(Vector2Int pos, CharacterToward npcToward)
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{
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if (_selfNpcObjectDic.TryGetValue(pos, out var npcObj))
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{
var yaw = LevelUtils.SetCharaterToward(npcToward);
npcObj.transform.eulerAngles = new Vector3(0, yaw, 0);
}
}
private bool CheckConditionSame(ConditionType conditionType)
{
if (currentLevelData.starTarget.Any(modifier => modifier.conditionType == conditionType))
{
return true;
}
if (currentLevelData.scoreTarget.Any(modifier => modifier.conditionType == conditionType))
{
return true;
}
return false;
}
#endregion
#region MainLife
private void Awake()
{
SceneView.duringSceneGui += OnSceneGUI;
}
protected override void OnEnable()
{
TerrainTypeConfig.Load();
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_enemyNpcObjectWaveDic = new Dictionary<int, Dictionary<NpcEditorInfo, GameObject>>();
_midNpcObjectWaveDic = new Dictionary<int, Dictionary<NpcEditorInfo, GameObject>>();
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_selfNpcObjectDic = new Dictionary<Vector2Int, GameObject>();
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_showNpcInfos = new List<NpcEditorInfo>();
base.OnEnable();
}
protected override void OnDisable()
{
currWindow = null;
DestroyNpcPrefab();
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//DestoryBuildPrefab();
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_enemyNpcObjectWaveDic = null;
_midNpcObjectWaveDic = null;
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_selfNpcObjectDic = null;
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base.OnDisable();
}
protected override void OnDestroy()
{
base.OnDestroy();
if (_curMap != null)
_curMap.TerrainGridSystem.OnMouseClickOnGrid -= OnCellClick;
SaveCurrentLevel();
SceneView.duringSceneGui -= OnSceneGUI;
}
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protected override void OnGUI()
{
base.OnGUI();
if (_levelEditor == null || _mapManager == null || _mapManager.Map != _curMap ||
_levelEditor.LevelData != currentLevelData)
{
Debug.LogError("数据已变更,请重新打开关卡编辑器");
Close();
}
}
#endregion
#region Draw
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private bool IsShowNpcID => _showNpcInfos != null && _showNpcInfos.Count > 0;
private List<NpcEditorInfo> _showNpcInfos;
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private void OnSceneGUI(SceneView sceneView)
{
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DrawRoadPath();
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DrawAreaPath();
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DrawNpcID();
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}
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private void DrawRoadPath()
{
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if (null == _currEditingRoadInfo)
return;
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Vector3 lastWorldPos = Vector3.zero;
for (int i = 0; i < _currEditingRoadInfo.roadPoints.Count; i++)
{
var gridPos = _currEditingRoadInfo.roadPoints[i];
var worldPos = _curMap.TGSCellIndex2WorldPosition(gridPos.cellIndex);
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Handles.color = Color.blue;
Handles.DrawSolidDisc(worldPos, Vector3.up, 0.4f);
if (i > 0)
{
Handles.color = Color.yellow;
EditorUtil.DrawArrowInScene(lastWorldPos, worldPos, 0.5f);
}
//Handles.color = Color.black;
Handles.Label(worldPos, i.ToString());
lastWorldPos = worldPos;
}
}
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private void DrawAreaPath()
{
if (null == _currEditingAreaInfo)
return;
for (int i = 0; i < _currEditingAreaInfo.areaPoints.Count; ++i)
{
var gridPos = _currEditingAreaInfo.areaPoints[i];
var worldPos = _curMap.TGSCellIndex2WorldPosition(gridPos.cellIndex);
Handles.color = Color.blue;
Handles.DrawSolidDisc(worldPos, Vector3.up, 1.4f);
}
}
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private GUIStyle labelStyle;
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private GUIStyle labelStyleSelf;
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private void DrawNpcID()
{
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if (!IsShowNpcID)
return;
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labelStyle ??= new GUIStyle
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{
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fontSize = 38,
fontStyle = FontStyle.Bold,
normal =
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{
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textColor = Color.red
}
};
labelStyleSelf ??= new GUIStyle
{
fontSize = 38,
fontStyle = FontStyle.Bold,
normal =
{
textColor = Color.green
}
};
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foreach (var npc in _showNpcInfos)
{
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if (_enemyNpcObjectWaveDic.TryGetValue(npc.npcInfo.waveIndex, out var enemyNpcObjectDic))
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{
var waveID = npc.npcInfo.waveIndex;
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if (enemyNpcObjectDic.TryGetValue(npc, out var npcObj))
{
var content = $"{waveID},{npc.id}";
Handles.Label(npcObj.transform.position, content, labelStyle);
}
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}
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else if (_midNpcObjectWaveDic.TryGetValue(npc.npcInfo.waveIndex, out var midNpcObjectDic))
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{
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var waveID = npc.npcInfo.waveIndex;
if (midNpcObjectDic.TryGetValue(npc, out var npcObj))
{
var content = $"{waveID},{npc.id}";
Handles.Label(npcObj.transform.position, content, labelStyle);
}
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}
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else if (_selfNpcObjectDic.TryGetValue(npc.npcInfo.position, out var selfNpcObj))
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{
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Handles.Label(selfNpcObj.transform.position, npc.id.ToString(), labelStyleSelf);
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}
}
}
#endregion
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}