提交临时代码
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Splines;
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namespace Gameplay.LegionBattle.View
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{
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public class FightLine
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{
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public int side;
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public List<FightLineCell> cells = new List<FightLineCell>();
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private FightLineCell _workCell;
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public FightLine()
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{
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}
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public void AddCell(FightLineCell cell)
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{
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cells.Add(cell);
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_workCell = cell;
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}
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public FightLineCell SearchNext(List<FightLineCell> remainCellList, out int outIndex)
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{
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var minDistance = float.MaxValue;
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FightLineCell selectCell = null;
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int selectIndex = -1;
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var neighbors = _workCell.fullNeighbors;
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for (int i = 0; i < neighbors.Count; i++)
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{
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var nCell = neighbors[i];
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if (nCell.standValue != _workCell.standValue)
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{
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continue;
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}
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var indexOfCell = remainCellList.IndexOf(nCell);
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if (indexOfCell < 0)
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{
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continue;
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}
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var nowDistance = Vector3.Distance(_workCell.boardPos, nCell.boardPos);
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if (nowDistance < minDistance)
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{
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minDistance = nowDistance;
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selectCell = nCell;
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selectIndex = indexOfCell;
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}
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}
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outIndex = selectIndex;
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return selectCell;
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}
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public void Reverse()
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{
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// 反转
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cells.Reverse();
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}
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public void AddLine(FightLine nLine)
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{
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nLine.cells.AddRange(nLine.cells);
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}
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public void Clear()
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{
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cells.Clear();
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}
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public void UpdateSpline(Spline spLine)
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{
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spLine.Closed = true;
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spLine.Clear();
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var workCell = cells[0];
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spLine.Add(workCell.boardPos, TangentMode.Linear);
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for (int i = 1; i < cells.Count; i++)
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{
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var checkCell = cells[i];
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var nextIndex = i + 1;
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if (nextIndex >= cells.Count)
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{
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nextIndex = 0;
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}
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var nextCell = cells[nextIndex];
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var workToCheck = checkCell.boardPos - workCell.boardPos;
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var checkToNext = nextCell.boardPos - checkCell.boardPos;
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var angle = Vector3.Angle(workToCheck, checkToNext);
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if (angle > 5)
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{
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// 是关键点
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spLine.Add(checkCell.boardPos, TangentMode.Linear);
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}
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workCell = checkCell;
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 706986e7c4e7484c854235d2fa245535
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timeCreated: 1741244511
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@ -0,0 +1,120 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Gameplay.LegionBattle.View
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{
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public class FightLineArea
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{
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public List<FightLineCell> cellList = new List<FightLineCell>(1600);
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public bool isMainArea = false;
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public FightLine finalLine = new FightLine();
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public void AddCell(FightLineCell cell)
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{
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cellList.Add(cell);
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if (cell.isMainCell)
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{
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isMainArea = true;
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}
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}
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public void ResetArea(FightLineArea newArea)
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{
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cellList.Clear();
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cellList.AddRange(newArea.cellList);
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}
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public void ReverseArea()
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{
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for (int i = 0; i < cellList.Count; i++)
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{
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var cell = cellList[i];
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if (cell.standValue == -1)
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{
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cell.standValue = 1;
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} else if (cell.standValue == 1)
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{
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cell.standValue = -1;
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}
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}
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}
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public void AddArea(FightLineArea area)
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{
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cellList.AddRange(area.cellList);
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}
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public void CalcBoarder()
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{
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// 计算边界的cells
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for (int i = 0; i < cellList.Count; i++)
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{
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var cell = cellList[i];
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if (cell.CheckIsCenter())
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{
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cellList.RemoveAt(i);
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i--;
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}
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cell.CalcBoardPos();
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cell.isVisited = false;
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}
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}
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public void ReSortBoardCells()
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{
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_ReSortCells();
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}
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private void _ReSortCells()
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{
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finalLine.Clear();
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var workCell = cellList[^1];
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cellList.RemoveAt(cellList.Count - 1);
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finalLine.AddCell(workCell);
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var searchNext = finalLine.SearchNext(cellList, out int outIndex);
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while (searchNext != null)
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{
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cellList.RemoveAt(outIndex);
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finalLine.AddCell(searchNext);
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searchNext = finalLine.SearchNext(cellList, out outIndex);
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}
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}
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private List<GameObject> _boardObjs = new List<GameObject>();
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public void CreateBoardView(GameObject sampleObj, Transform parent)
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{
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// 先匹配个数
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if (_boardObjs.Count != cellList.Count)
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{
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if (_boardObjs.Count > cellList.Count)
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{
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// 删除多余的
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for (int i = _boardObjs.Count - 1; i >= cellList.Count; i--)
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{
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var obj = _boardObjs[i];
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Object.Destroy(obj);
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_boardObjs.RemoveAt(i);
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}
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}
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else
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{
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// 补充
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for (int i = _boardObjs.Count; i < cellList.Count; i++)
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{
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var obj = Object.Instantiate(sampleObj, parent);
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_boardObjs.Add(obj);
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}
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}
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}
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for (int i = 0; i < cellList.Count; i++)
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{
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var cell = cellList[i];
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var obj = _boardObjs[i];
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obj.transform.localPosition = new Vector3(cell.pos.x, cell.pos.y, 0);
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}
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: f58282f67f0c481188d1184946ffd707
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timeCreated: 1741256895
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@ -0,0 +1,219 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Gameplay.LegionBattle.View
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{
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public class FightLineCell
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{
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public int standValue = 0;
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public Vector2Int pos;
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private GameObject _viewObj;
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private Material _mat;
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public bool isMainCell;
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public bool isVisited = false;
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public List<FightLineCell> neighbors = new List<FightLineCell>();
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public int halfNeighborCount = 0;
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public List<FightLineCell> fullNeighbors = new List<FightLineCell>();
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public FightLineCell upCell;
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public FightLineCell downCell;
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public FightLineCell leftCell;
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public FightLineCell rightCell;
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public Vector3 boardPos;
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public int iteration = 0;
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public FightLineCell(int x,
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int y)
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{
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pos = new Vector2Int(x, y);
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}
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public void BuildNeighbors(FightLineCell[,] cellMap)
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{
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var x = pos.x;
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var y = pos.y;
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if (x > 0)
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{
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leftCell = cellMap[x - 1, y];
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neighbors.Add(leftCell);
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}
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if (x < cellMap.GetLength(0) - 1)
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{
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rightCell = cellMap[x + 1, y];
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neighbors.Add(rightCell);
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}
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if (y > 0)
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{
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downCell = cellMap[x, y - 1];
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neighbors.Add(downCell);
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}
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if (y < cellMap.GetLength(1) - 1)
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{
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upCell = cellMap[x, y + 1];
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neighbors.Add(upCell);
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}
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fullNeighbors.AddRange(neighbors);
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// 斜角也算
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if (x > 0 && y > 0)
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{
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fullNeighbors.Add(cellMap[x - 1, y - 1]);
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}
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if (x > 0 && y < cellMap.GetLength(1) - 1)
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{
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fullNeighbors.Add(cellMap[x - 1, y + 1]);
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}
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if (x < cellMap.GetLength(0) - 1 && y > 0)
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{
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fullNeighbors.Add(cellMap[x + 1, y - 1]);
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}
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if (x < cellMap.GetLength(0) - 1 && y < cellMap.GetLength(1) - 1)
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{
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fullNeighbors.Add(cellMap[x + 1, y + 1]);
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}
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halfNeighborCount = Mathf.FloorToInt(neighbors.Count / 2f);
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}
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public void BindViewObj(GameObject viewObj)
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{
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_viewObj = viewObj;
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_mat = viewObj.transform.GetChild(0).GetComponent<Renderer>().material;
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}
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private static Color _colorLeft = new Color(1f, 0f, 0f, 0.2f);
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private static Color _colorRight = new Color(0f, 0f, 1f, 0.2f);
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private static Color _colorDefault = new Color(1f, 1f, 1f, 0.2f);
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public void UpdateColor()
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{
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if (standValue == 0)
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{
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_mat.color = _colorDefault;
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}
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_mat.color = standValue < 0 ? _colorLeft : _colorRight;
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}
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public bool CheckIsAlone()
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{
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if (standValue < 0)
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{
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foreach (var cell in fullNeighbors)
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{
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if (cell.standValue >= 0)
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{
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return false;
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}
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}
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return true;
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}
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else
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{
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foreach (var cell in fullNeighbors)
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{
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if (cell.standValue < 0)
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{
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return false;
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}
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}
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return true;
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}
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}
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public bool CheckIsNotBoarder()
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{
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if (((upCell!= null && standValue == upCell.standValue)
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|| downCell != null && standValue == downCell.standValue)
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&& (leftCell != null && standValue == leftCell.standValue
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|| rightCell != null && standValue == rightCell.standValue))
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{
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return true;
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}
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return false;
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}
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public bool CheckIsTuDian()
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{
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var noSameCount = 0;
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foreach (var cell in neighbors)
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{
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if (cell.standValue != standValue)
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{
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noSameCount++;
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}
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}
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if (noSameCount > halfNeighborCount)
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{
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return true;
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}
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return false;
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}
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public void CalcBoardPos()
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{
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boardPos.x = pos.x;
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boardPos.y = pos.y;
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// if (upCell == null || upCell.standValue != standValue)
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// {
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// boardPos.y += 0.5f;
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// }
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// if (downCell == null || downCell.standValue != standValue)
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// {
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// boardPos.y -= 0.5f;
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// }
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// if (leftCell == null || leftCell.standValue != standValue)
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// {
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// boardPos.x -= 0.5f;
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// }
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// if (rightCell == null || rightCell.standValue != standValue)
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// {
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// boardPos.x += 0.5f;
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// }
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}
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public bool CheckIsCenter()
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{
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if (neighbors.Count < 4) return false;
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// 自己和所有相邻格子都是同一方
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if (standValue < 0)
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{
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foreach (var cell in neighbors)
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{
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if (cell.standValue >= 0)
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{
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return false;
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}
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}
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return true;
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}
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else
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{
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foreach (var cell in neighbors)
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{
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if (cell.standValue < 0)
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{
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return false;
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}
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}
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return true;
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}
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}
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public bool CheckIsConnect(FightLineCell anotherCell)
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{
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if (neighbors.Contains(anotherCell))
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{
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return true;
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}
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return false;
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}
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}
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}
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|
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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||||
guid: aab2b5aea93f460381a938d4bce68689
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||||
timeCreated: 1741239966
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|
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@ -0,0 +1,318 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using sc.modeling.splines.runtime;
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using UnityEngine;
|
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using UnityEngine.Splines;
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namespace Gameplay.LegionBattle.View
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{
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public class FightLineControl : MonoBehaviour
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{
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public GameObject m_groundView;
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public GameObject m_unitView;
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public GameObject m_areaParent;
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public GameObject m_unitsParent;
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public GameObject m_linesParentt;
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public GameObject m_boardQuadLeft;
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public GameObject m_boardQuadRight;
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public Camera m_mainCamera;
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public SplineContainer m_splineContainerLeft;
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public SplineContainer m_splineContainerRight;
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private FightLineMap _baseMap;
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private List<FightLineStandUnit> _team1StandUnits;
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private List<FightLineStandUnit> _team2StandUnits;
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public const int MAP_X_COUNT = 40;
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public const int MAP_Y_COUNT = 40;
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private void Awake()
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{
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_baseMap = new FightLineMap(MAP_X_COUNT, MAP_Y_COUNT);
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_baseMap.FillStartWeights();
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||||
_baseMap.CreateViewMap(m_groundView, m_areaParent.transform);
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_baseMap.UpdateColors();
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_team1StandUnits = new List<FightLineStandUnit>();
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for (int i = 0; i < 20; i++)
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||||
{
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var unit = new FightLineStandUnit();
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unit.side = -1;
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||||
unit.standPos = new Vector2Int(0, 10 + i);
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||||
unit.CreateView(m_unitView, m_unitsParent.transform);
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||||
_team1StandUnits.Add(unit);
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}
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||||
_team1StandUnits[0].isMainUnit = true;
|
||||
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||||
_team2StandUnits = new List<FightLineStandUnit>();
|
||||
for (int i = 0; i < 20; i++)
|
||||
{
|
||||
var unit = new FightLineStandUnit();
|
||||
unit.side = 1;
|
||||
unit.standPos = new Vector2Int(39, 10 + i);
|
||||
unit.CreateView(m_unitView, m_unitsParent.transform);
|
||||
_team2StandUnits.Add(unit);
|
||||
}
|
||||
_team2StandUnits[0].isMainUnit = true;
|
||||
}
|
||||
|
||||
private Vector3 _GetClickWorldPoint(Vector2 mousePos)
|
||||
{
|
||||
var ray = m_mainCamera.ScreenPointToRay(mousePos);
|
||||
Physics.Raycast(ray, out RaycastHit hit);
|
||||
var worldPos = hit.point;
|
||||
return worldPos;
|
||||
}
|
||||
|
||||
public static Vector2Int GetGridPosFromWorld(Vector3 worldPos)
|
||||
{
|
||||
worldPos.x += 0.5f;
|
||||
worldPos.y += 0.5f;
|
||||
// 获取点击的格子
|
||||
var x = Mathf.FloorToInt(worldPos.x);
|
||||
var y = Mathf.FloorToInt(worldPos.y);
|
||||
return new Vector2Int(x, y);
|
||||
}
|
||||
|
||||
public static Vector3 GetWorldPosFromGrid(Vector2Int gridPos)
|
||||
{
|
||||
var worldPos = new Vector3(gridPos.x, gridPos.y, 0);
|
||||
return worldPos;
|
||||
}
|
||||
|
||||
private FightLineStandUnit _selectUnit;
|
||||
|
||||
private void _HandleInput()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
var hitWorldPos = _GetClickWorldPoint(Input.mousePosition);
|
||||
var hitGridPos = GetGridPosFromWorld(hitWorldPos);
|
||||
|
||||
if (_selectUnit == null)
|
||||
{
|
||||
_selectUnit = _SelectUnit(hitGridPos);
|
||||
if (_selectUnit != null)
|
||||
{
|
||||
Debug.Log("选中单位");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("未选中单位 at " + hitGridPos);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (_selectUnit != null)
|
||||
{
|
||||
// 移动
|
||||
var newWorldPos = GetWorldPosFromGrid(hitGridPos);
|
||||
_selectUnit.MoveTo(newWorldPos);
|
||||
_selectUnit = null;
|
||||
Debug.Log("移动单位");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_baseMap.UpdateLineBoard();
|
||||
_UpdateLines();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_HandleInput();
|
||||
|
||||
var isStandChanged = false;
|
||||
for (int i = 0; i < _team1StandUnits.Count; i++)
|
||||
{
|
||||
var unit = _team1StandUnits[i];
|
||||
unit.LogicUpdate(Time.deltaTime);
|
||||
isStandChanged = isStandChanged || unit.isStandChanged;
|
||||
unit.isStandChanged = false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _team2StandUnits.Count; i++)
|
||||
{
|
||||
var unit = _team2StandUnits[i];
|
||||
unit.LogicUpdate(Time.deltaTime);
|
||||
isStandChanged = isStandChanged || unit.isStandChanged;
|
||||
unit.isStandChanged = false;
|
||||
}
|
||||
|
||||
if (isStandChanged)
|
||||
{
|
||||
_UpdateStandMap();
|
||||
// _baseMap.ReverseTuDian();
|
||||
_baseMap.UpdateAreas();
|
||||
_baseMap.ReverseAloneArea();
|
||||
_baseMap.UpdateColors();
|
||||
|
||||
_baseMap.leftArea.CalcBoarder();
|
||||
_baseMap.leftArea.CreateBoardView(m_boardQuadLeft, m_linesParentt.transform);
|
||||
|
||||
_baseMap.rightArea.CalcBoarder();
|
||||
_baseMap.rightArea.CreateBoardView(m_boardQuadRight, m_linesParentt.transform);
|
||||
|
||||
_UpdateLines();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void _UpdateLines()
|
||||
{
|
||||
_UpdateSpline(m_splineContainerLeft, _baseMap.leftArea);
|
||||
|
||||
_UpdateSpline(m_splineContainerRight, _baseMap.rightArea);
|
||||
}
|
||||
|
||||
private void _UpdateSpline(SplineContainer splineContainer,
|
||||
FightLineArea area)
|
||||
{
|
||||
if (!splineContainer.gameObject.activeSelf) return;
|
||||
area.ReSortBoardCells();
|
||||
var spLine = splineContainer.Splines[0];
|
||||
area.finalLine.UpdateSpline(spLine);
|
||||
// splineContainer.transform.GetComponent<SplineMesher>().Rebuild();
|
||||
}
|
||||
|
||||
private List<FightLineCell> _leftCellList = new List<FightLineCell>();
|
||||
private List<FightLineCell> _leftCellList2 = new List<FightLineCell>();
|
||||
|
||||
private List<FightLineCell> _rightCellList = new List<FightLineCell>();
|
||||
private List<FightLineCell> _rightCellList2 = new List<FightLineCell>();
|
||||
|
||||
|
||||
private void _UpdateStandMap()
|
||||
{
|
||||
_baseMap.ForEachCell(cell =>
|
||||
{
|
||||
cell.iteration = 0;
|
||||
cell.isVisited = false;
|
||||
});
|
||||
|
||||
_leftCellList.Clear();
|
||||
_leftCellList2.Clear();
|
||||
_rightCellList.Clear();
|
||||
_rightCellList2.Clear();
|
||||
|
||||
for (int i = 0; i < _team1StandUnits.Count; i++)
|
||||
{
|
||||
var unit = _team1StandUnits[i];
|
||||
var cell = _baseMap.GetCellByGridPos(unit.standPos);
|
||||
if (cell == null) continue;
|
||||
if (cell.standValue != unit.side)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
cell.iteration = unit.maxDistance;
|
||||
_leftCellList.Add(cell);
|
||||
cell.isVisited = true;
|
||||
if (unit.isMainUnit)
|
||||
{
|
||||
cell.isMainCell = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _team2StandUnits.Count; i++)
|
||||
{
|
||||
var unit = _team2StandUnits[i];
|
||||
var cell = _baseMap.GetCellByGridPos(unit.standPos);
|
||||
if (cell == null) continue;
|
||||
if (cell.standValue != unit.side)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
cell.iteration = unit.maxDistance;
|
||||
_rightCellList.Add(cell);
|
||||
cell.isVisited = true;
|
||||
if (unit.isMainUnit)
|
||||
{
|
||||
cell.isMainCell = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 向外扩张
|
||||
while (_leftCellList.Count > 0 || _rightCellList.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < _leftCellList.Count; i++)
|
||||
{
|
||||
var cell = _leftCellList[i];
|
||||
cell.standValue = -1;
|
||||
if (cell.iteration > 0)
|
||||
{
|
||||
var aroundCellList = cell.neighbors;
|
||||
for (int j = 0; j < aroundCellList.Count; j++)
|
||||
{
|
||||
var aroundCell = aroundCellList[j];
|
||||
if (aroundCell.isVisited) continue;
|
||||
aroundCell.iteration = Mathf.Max(cell.iteration - 1, aroundCell.iteration);
|
||||
aroundCell.isVisited = true;
|
||||
_leftCellList2.Add(aroundCell);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
_leftCellList.Clear();
|
||||
_leftCellList.AddRange(_leftCellList2);
|
||||
_leftCellList2.Clear();
|
||||
|
||||
for (int i = 0; i < _rightCellList.Count; i++)
|
||||
{
|
||||
var cell = _rightCellList[i];
|
||||
cell.standValue = 1;
|
||||
if (cell.iteration > 0)
|
||||
{
|
||||
var aroundCellList = cell.neighbors;
|
||||
for (int j = 0; j < aroundCellList.Count; j++)
|
||||
{
|
||||
var aroundCell = aroundCellList[j];
|
||||
if (aroundCell.isVisited) continue;
|
||||
aroundCell.isVisited = true;
|
||||
aroundCell.iteration = Mathf.Max(cell.iteration - 1, aroundCell.iteration);
|
||||
_rightCellList2.Add(aroundCell);
|
||||
}
|
||||
}
|
||||
}
|
||||
_rightCellList.Clear();
|
||||
_rightCellList.AddRange(_rightCellList2);
|
||||
_rightCellList2.Clear();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private FightLineStandUnit _SelectUnit(Vector2Int gridPos)
|
||||
{
|
||||
for (int i = 0; i < _team1StandUnits.Count; i++)
|
||||
{
|
||||
var unit = _team1StandUnits[i];
|
||||
if (unit.standPos == gridPos)
|
||||
{
|
||||
return unit;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _team2StandUnits.Count; i++)
|
||||
{
|
||||
var unit = _team2StandUnits[i];
|
||||
if (unit.standPos == gridPos)
|
||||
{
|
||||
return unit;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8abc8690e7581ad40b96a953235294be
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,385 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
namespace Gameplay.LegionBattle.View
|
||||
{
|
||||
public class FightLineMap
|
||||
{
|
||||
private FightLineCell[,] _cellMap;
|
||||
|
||||
public FightLineMap(int xCount,
|
||||
int yCount)
|
||||
{
|
||||
_cellMap = new FightLineCell[xCount, yCount];
|
||||
for (int i = 0; i < xCount; i++)
|
||||
{
|
||||
for (int j = 0; j < yCount; j++)
|
||||
{
|
||||
_cellMap[i, j] = new FightLineCell(i, j);
|
||||
}
|
||||
}
|
||||
|
||||
// build neighbors
|
||||
for (int i = 0; i < xCount; i++)
|
||||
{
|
||||
for (int j = 0; j < yCount; j++)
|
||||
{
|
||||
_cellMap[i, j].BuildNeighbors(_cellMap);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void FillStartWeights()
|
||||
{
|
||||
// x<20 -1, x>20 1
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
if (cell.pos.x < 20)
|
||||
{
|
||||
cell.standValue = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
cell.standValue = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateViewMap(GameObject sampleObj,
|
||||
Transform parent)
|
||||
{
|
||||
// 遍历_cellMap创建view
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
var obj = Object.Instantiate(sampleObj, parent);
|
||||
obj.transform.position = new Vector3(cell.pos.x, cell.pos.y, 0);
|
||||
obj.name = $"Cell_pos_{cell.pos.x}_{cell.pos.y}";
|
||||
cell.BindViewObj(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateColors()
|
||||
{
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
cell.UpdateColor();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ReverseTuDian()
|
||||
{
|
||||
ForEachCell(cell =>
|
||||
{
|
||||
if (cell.CheckIsTuDian())
|
||||
{
|
||||
cell.standValue = -cell.standValue;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void ReverseAloneArea()
|
||||
{
|
||||
FightLineArea mainLeft = null;
|
||||
FightLineArea mainRight = null;
|
||||
for (int i = 0; i < _areaList.Count; i++)
|
||||
{
|
||||
var area = _areaList[i];
|
||||
if (area.isMainArea)
|
||||
{
|
||||
if (area.cellList[0].standValue == -1)
|
||||
{
|
||||
mainLeft = area;
|
||||
}
|
||||
else if (area.cellList[0].standValue == 1)
|
||||
{
|
||||
mainRight = area;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
area.ReverseArea();
|
||||
}
|
||||
|
||||
if (mainLeft == null || mainRight == null)
|
||||
{
|
||||
Debug.LogError("不存在主区域");
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _areaList.Count; i++)
|
||||
{
|
||||
var area = _areaList[i];
|
||||
if (area.isMainArea)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (area.cellList[0].standValue == -1)
|
||||
{
|
||||
mainLeft.AddArea(area);
|
||||
}
|
||||
else if (area.cellList[0].standValue == 1)
|
||||
{
|
||||
mainRight.AddArea(area);
|
||||
}
|
||||
}
|
||||
|
||||
leftArea.ResetArea(mainLeft);
|
||||
rightArea.ResetArea(mainRight);
|
||||
}
|
||||
|
||||
private List<FightLineArea> _areaList = new List<FightLineArea>();
|
||||
public FightLineArea leftArea = new FightLineArea();
|
||||
public FightLineArea rightArea = new FightLineArea();
|
||||
|
||||
public void UpdateAreas()
|
||||
{
|
||||
_areaList.Clear();
|
||||
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
cell.isVisited = false;
|
||||
}
|
||||
}
|
||||
|
||||
var workList = new Queue<FightLineCell>();
|
||||
var firstCell = _SearchNoFinishCell();
|
||||
workList.Enqueue(firstCell);
|
||||
firstCell.isVisited = true;
|
||||
var workArea = new FightLineArea();
|
||||
_areaList.Add(workArea);
|
||||
while (workList.Count > 0)
|
||||
{
|
||||
var workCell = workList.Dequeue();
|
||||
workArea.AddCell(workCell);
|
||||
|
||||
var aroundNeighbors = workCell.fullNeighbors;
|
||||
var fullNeighborCount = aroundNeighbors.Count;
|
||||
for (int i = 0; i < fullNeighborCount; i++)
|
||||
{
|
||||
var neighbor = aroundNeighbors[i];
|
||||
if (neighbor.isVisited) continue;
|
||||
if (neighbor.standValue != workCell.standValue)
|
||||
continue;
|
||||
workList.Enqueue(neighbor);
|
||||
neighbor.isVisited = true;
|
||||
}
|
||||
|
||||
if (workList.Count == 0)
|
||||
{
|
||||
// 区域完结
|
||||
var nextCell = _SearchNoFinishCell();
|
||||
if (nextCell != null)
|
||||
{
|
||||
workList.Enqueue(nextCell);
|
||||
nextCell.isVisited = true;
|
||||
workArea = new FightLineArea();
|
||||
_areaList.Add(workArea);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private FightLineCell _SearchNoFinishCell()
|
||||
{
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
if (!cell.isVisited)
|
||||
{
|
||||
return cell;
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void ForEachCell(System.Action<FightLineCell> action)
|
||||
{
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
action(cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public FightLineCell GetCellByGridPos(Vector2Int gridPos)
|
||||
{
|
||||
return GetCellByGridPos(gridPos.x, gridPos.y);
|
||||
}
|
||||
|
||||
public FightLineCell GetCellByGridPos(int x,
|
||||
int y)
|
||||
{
|
||||
if (x < 0 || x >= _cellMap.GetLength(0) ||
|
||||
y < 0 || y >= _cellMap.GetLength(1))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
return _cellMap[x, y];
|
||||
}
|
||||
}
|
||||
|
||||
public List<FightLineCell> leftBoardCells = new List<FightLineCell>();
|
||||
public List<FightLineCell> rightBoardCells = new List<FightLineCell>();
|
||||
|
||||
public void UpdateLineBoard()
|
||||
{
|
||||
|
||||
leftBoardCells.Clear();
|
||||
rightBoardCells.Clear();
|
||||
|
||||
// 遍历整个棋盘
|
||||
for (int i = 0; i < _cellMap.GetLength(0); i++)
|
||||
{
|
||||
for (int j = 0; j < _cellMap.GetLength(1); j++)
|
||||
{
|
||||
var cell = _cellMap[i, j];
|
||||
if (cell.standValue < 0)
|
||||
{
|
||||
leftBoardCells.Add(cell);
|
||||
}
|
||||
else if (cell.standValue > 0)
|
||||
{
|
||||
rightBoardCells.Add(cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 遍历左边的cell
|
||||
for (int i = 0; i < leftBoardCells.Count; i++)
|
||||
{
|
||||
var cell = leftBoardCells[i];
|
||||
if (cell.CheckIsCenter())
|
||||
{
|
||||
leftBoardCells.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
// 遍历右边的cell
|
||||
for (int i = 0; i < rightBoardCells.Count; i++)
|
||||
{
|
||||
var cell = rightBoardCells[i];
|
||||
if (cell.CheckIsCenter())
|
||||
{
|
||||
rightBoardCells.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public List<FightLine> CalcLines(List<FightLineCell> boardCells,
|
||||
List<FightLine> result)
|
||||
{
|
||||
while (boardCells.Count > 0)
|
||||
{
|
||||
var workCell = boardCells[0];
|
||||
boardCells.RemoveAt(0);
|
||||
var line = new FightLine();
|
||||
line.AddCell(workCell);
|
||||
result.Add(line);
|
||||
while (workCell != null)
|
||||
{
|
||||
var neighbors = workCell.neighbors;
|
||||
var isFind = false;
|
||||
for (int i = 0; i < neighbors.Count; i++)
|
||||
{
|
||||
var neighbor = neighbors[i];
|
||||
if (neighbor.standValue == workCell.standValue
|
||||
&& boardCells.Contains(neighbor))
|
||||
{
|
||||
boardCells.Remove(neighbor);
|
||||
line.AddCell(neighbor);
|
||||
workCell = neighbor;
|
||||
isFind = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!isFind)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < result.Count; i++)
|
||||
{
|
||||
var line = result[i];
|
||||
var lineHead = line.cells[0];
|
||||
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|
||||
for (int j = i + 1; j < result.Count; j++)
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
if (lineHead.CheckIsConnect(line2Head))
|
||||
{
|
||||
// 头头相接
|
||||
// 先把1反转,再把2加入
|
||||
line.Reverse();
|
||||
line.AddLine(line2);
|
||||
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|
||||
lineEnd = line.cells[^1];
|
||||
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|
||||
else if (lineHead.CheckIsConnect(line2End))
|
||||
{
|
||||
// 头尾相接
|
||||
// 把2反转, 再把2加入
|
||||
line2.Reverse();
|
||||
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|
||||
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|
||||
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|
||||
else if (lineEnd.CheckIsConnect(lineHead))
|
||||
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|
||||
// 尾头相接
|
||||
// 把2加入
|
||||
line.AddLine(line2);
|
||||
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|
||||
}
|
||||
else if (lineEnd.CheckIsConnect(line2End))
|
||||
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|
||||
// 尾尾相接
|
||||
// 先把2反转, 再把2加入
|
||||
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|
||||
line.AddLine(line2);
|
||||
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|
||||
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|
||||
else
|
||||
{
|
||||
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|
||||
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|
||||
if (isConnect)
|
||||
{
|
||||
result.RemoveAt(j);
|
||||
j--;
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
return result;
|
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|
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|
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}
|
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|
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|
|
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timeCreated: 1741240016
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
using UnityEngine;
|
||||
namespace Gameplay.LegionBattle.View
|
||||
{
|
||||
public class FightLineStandUnit
|
||||
{
|
||||
public Vector2Int standPos;
|
||||
|
||||
public int side;
|
||||
|
||||
public int maxDistance = 3;
|
||||
|
||||
private GameObject _viewObj;
|
||||
|
||||
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|
||||
|
||||
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|
||||
private bool _needMove;
|
||||
|
||||
public bool isStandChanged;
|
||||
|
||||
public bool isMainUnit;
|
||||
|
||||
public void CreateView(GameObject sampleObj, Transform parent)
|
||||
{
|
||||
_viewObj = Object.Instantiate(sampleObj, parent);
|
||||
_viewObj.transform.localPosition = new Vector3(standPos.x, standPos.y, 0);
|
||||
|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
|
||||
public void LogicUpdate(float dt)
|
||||
{
|
||||
if (!_needMove) return;
|
||||
var nowPos = _viewObj.transform.position;
|
||||
var toTarget = _targetPos - nowPos;
|
||||
toTarget.z = 0;
|
||||
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|
||||
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|
||||
if (distance > moveDt)
|
||||
{
|
||||
var moveDir = toTarget.normalized;
|
||||
var movePos = nowPos + moveDir * moveDt;
|
||||
_viewObj.transform.position = movePos;
|
||||
}
|
||||
else
|
||||
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|
||||
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|
||||
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|
||||
}
|
||||
|
||||
_UpdateStandPos();
|
||||
}
|
||||
|
||||
private void _UpdateStandPos()
|
||||
{
|
||||
var newStandPos = FightLineControl.GetGridPosFromWorld(_viewObj.transform.position);
|
||||
if (newStandPos != standPos)
|
||||
{
|
||||
standPos = newStandPos;
|
||||
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|
||||
}
|
||||
}
|
||||
|
||||
public void MoveTo(Vector3 targetPos)
|
||||
{
|
||||
if (isMainUnit)
|
||||
{
|
||||
DebugUtil.LogError("主单位不能移动");
|
||||
return;
|
||||
}
|
||||
_targetPos = targetPos;
|
||||
_needMove = true;
|
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|
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|
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compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in New Issue