提交临时代码

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刘涛 2025-03-07 13:24:45 +08:00
parent fde5b280a5
commit e85510a97e
42 changed files with 4748 additions and 2 deletions

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Splines;
namespace Gameplay.LegionBattle.View
{
public class FightLine
{
public int side;
public List<FightLineCell> cells = new List<FightLineCell>();
private FightLineCell _workCell;
public FightLine()
{
}
public void AddCell(FightLineCell cell)
{
cells.Add(cell);
_workCell = cell;
}
public FightLineCell SearchNext(List<FightLineCell> remainCellList, out int outIndex)
{
var minDistance = float.MaxValue;
FightLineCell selectCell = null;
int selectIndex = -1;
var neighbors = _workCell.fullNeighbors;
for (int i = 0; i < neighbors.Count; i++)
{
var nCell = neighbors[i];
if (nCell.standValue != _workCell.standValue)
{
continue;
}
var indexOfCell = remainCellList.IndexOf(nCell);
if (indexOfCell < 0)
{
continue;
}
var nowDistance = Vector3.Distance(_workCell.boardPos, nCell.boardPos);
if (nowDistance < minDistance)
{
minDistance = nowDistance;
selectCell = nCell;
selectIndex = indexOfCell;
}
}
outIndex = selectIndex;
return selectCell;
}
public void Reverse()
{
// 反转
cells.Reverse();
}
public void AddLine(FightLine nLine)
{
nLine.cells.AddRange(nLine.cells);
}
public void Clear()
{
cells.Clear();
}
public void UpdateSpline(Spline spLine)
{
spLine.Closed = true;
spLine.Clear();
var workCell = cells[0];
spLine.Add(workCell.boardPos, TangentMode.Linear);
for (int i = 1; i < cells.Count; i++)
{
var checkCell = cells[i];
var nextIndex = i + 1;
if (nextIndex >= cells.Count)
{
nextIndex = 0;
}
var nextCell = cells[nextIndex];
var workToCheck = checkCell.boardPos - workCell.boardPos;
var checkToNext = nextCell.boardPos - checkCell.boardPos;
var angle = Vector3.Angle(workToCheck, checkToNext);
if (angle > 5)
{
// 是关键点
spLine.Add(checkCell.boardPos, TangentMode.Linear);
}
workCell = checkCell;
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Gameplay.LegionBattle.View
{
public class FightLineArea
{
public List<FightLineCell> cellList = new List<FightLineCell>(1600);
public bool isMainArea = false;
public FightLine finalLine = new FightLine();
public void AddCell(FightLineCell cell)
{
cellList.Add(cell);
if (cell.isMainCell)
{
isMainArea = true;
}
}
public void ResetArea(FightLineArea newArea)
{
cellList.Clear();
cellList.AddRange(newArea.cellList);
}
public void ReverseArea()
{
for (int i = 0; i < cellList.Count; i++)
{
var cell = cellList[i];
if (cell.standValue == -1)
{
cell.standValue = 1;
} else if (cell.standValue == 1)
{
cell.standValue = -1;
}
}
}
public void AddArea(FightLineArea area)
{
cellList.AddRange(area.cellList);
}
public void CalcBoarder()
{
// 计算边界的cells
for (int i = 0; i < cellList.Count; i++)
{
var cell = cellList[i];
if (cell.CheckIsCenter())
{
cellList.RemoveAt(i);
i--;
}
cell.CalcBoardPos();
cell.isVisited = false;
}
}
public void ReSortBoardCells()
{
_ReSortCells();
}
private void _ReSortCells()
{
finalLine.Clear();
var workCell = cellList[^1];
cellList.RemoveAt(cellList.Count - 1);
finalLine.AddCell(workCell);
var searchNext = finalLine.SearchNext(cellList, out int outIndex);
while (searchNext != null)
{
cellList.RemoveAt(outIndex);
finalLine.AddCell(searchNext);
searchNext = finalLine.SearchNext(cellList, out outIndex);
}
}
private List<GameObject> _boardObjs = new List<GameObject>();
public void CreateBoardView(GameObject sampleObj, Transform parent)
{
// 先匹配个数
if (_boardObjs.Count != cellList.Count)
{
if (_boardObjs.Count > cellList.Count)
{
// 删除多余的
for (int i = _boardObjs.Count - 1; i >= cellList.Count; i--)
{
var obj = _boardObjs[i];
Object.Destroy(obj);
_boardObjs.RemoveAt(i);
}
}
else
{
// 补充
for (int i = _boardObjs.Count; i < cellList.Count; i++)
{
var obj = Object.Instantiate(sampleObj, parent);
_boardObjs.Add(obj);
}
}
}
for (int i = 0; i < cellList.Count; i++)
{
var cell = cellList[i];
var obj = _boardObjs[i];
obj.transform.localPosition = new Vector3(cell.pos.x, cell.pos.y, 0);
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Gameplay.LegionBattle.View
{
public class FightLineCell
{
public int standValue = 0;
public Vector2Int pos;
private GameObject _viewObj;
private Material _mat;
public bool isMainCell;
public bool isVisited = false;
public List<FightLineCell> neighbors = new List<FightLineCell>();
public int halfNeighborCount = 0;
public List<FightLineCell> fullNeighbors = new List<FightLineCell>();
public FightLineCell upCell;
public FightLineCell downCell;
public FightLineCell leftCell;
public FightLineCell rightCell;
public Vector3 boardPos;
public int iteration = 0;
public FightLineCell(int x,
int y)
{
pos = new Vector2Int(x, y);
}
public void BuildNeighbors(FightLineCell[,] cellMap)
{
var x = pos.x;
var y = pos.y;
if (x > 0)
{
leftCell = cellMap[x - 1, y];
neighbors.Add(leftCell);
}
if (x < cellMap.GetLength(0) - 1)
{
rightCell = cellMap[x + 1, y];
neighbors.Add(rightCell);
}
if (y > 0)
{
downCell = cellMap[x, y - 1];
neighbors.Add(downCell);
}
if (y < cellMap.GetLength(1) - 1)
{
upCell = cellMap[x, y + 1];
neighbors.Add(upCell);
}
fullNeighbors.AddRange(neighbors);
// 斜角也算
if (x > 0 && y > 0)
{
fullNeighbors.Add(cellMap[x - 1, y - 1]);
}
if (x > 0 && y < cellMap.GetLength(1) - 1)
{
fullNeighbors.Add(cellMap[x - 1, y + 1]);
}
if (x < cellMap.GetLength(0) - 1 && y > 0)
{
fullNeighbors.Add(cellMap[x + 1, y - 1]);
}
if (x < cellMap.GetLength(0) - 1 && y < cellMap.GetLength(1) - 1)
{
fullNeighbors.Add(cellMap[x + 1, y + 1]);
}
halfNeighborCount = Mathf.FloorToInt(neighbors.Count / 2f);
}
public void BindViewObj(GameObject viewObj)
{
_viewObj = viewObj;
_mat = viewObj.transform.GetChild(0).GetComponent<Renderer>().material;
}
private static Color _colorLeft = new Color(1f, 0f, 0f, 0.2f);
private static Color _colorRight = new Color(0f, 0f, 1f, 0.2f);
private static Color _colorDefault = new Color(1f, 1f, 1f, 0.2f);
public void UpdateColor()
{
if (standValue == 0)
{
_mat.color = _colorDefault;
}
_mat.color = standValue < 0 ? _colorLeft : _colorRight;
}
public bool CheckIsAlone()
{
if (standValue < 0)
{
foreach (var cell in fullNeighbors)
{
if (cell.standValue >= 0)
{
return false;
}
}
return true;
}
else
{
foreach (var cell in fullNeighbors)
{
if (cell.standValue < 0)
{
return false;
}
}
return true;
}
}
public bool CheckIsNotBoarder()
{
if (((upCell!= null && standValue == upCell.standValue)
|| downCell != null && standValue == downCell.standValue)
&& (leftCell != null && standValue == leftCell.standValue
|| rightCell != null && standValue == rightCell.standValue))
{
return true;
}
return false;
}
public bool CheckIsTuDian()
{
var noSameCount = 0;
foreach (var cell in neighbors)
{
if (cell.standValue != standValue)
{
noSameCount++;
}
}
if (noSameCount > halfNeighborCount)
{
return true;
}
return false;
}
public void CalcBoardPos()
{
boardPos.x = pos.x;
boardPos.y = pos.y;
// if (upCell == null || upCell.standValue != standValue)
// {
// boardPos.y += 0.5f;
// }
// if (downCell == null || downCell.standValue != standValue)
// {
// boardPos.y -= 0.5f;
// }
// if (leftCell == null || leftCell.standValue != standValue)
// {
// boardPos.x -= 0.5f;
// }
// if (rightCell == null || rightCell.standValue != standValue)
// {
// boardPos.x += 0.5f;
// }
}
public bool CheckIsCenter()
{
if (neighbors.Count < 4) return false;
// 自己和所有相邻格子都是同一方
if (standValue < 0)
{
foreach (var cell in neighbors)
{
if (cell.standValue >= 0)
{
return false;
}
}
return true;
}
else
{
foreach (var cell in neighbors)
{
if (cell.standValue < 0)
{
return false;
}
}
return true;
}
}
public bool CheckIsConnect(FightLineCell anotherCell)
{
if (neighbors.Contains(anotherCell))
{
return true;
}
return false;
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using sc.modeling.splines.runtime;
using UnityEngine;
using UnityEngine.Splines;
namespace Gameplay.LegionBattle.View
{
public class FightLineControl : MonoBehaviour
{
public GameObject m_groundView;
public GameObject m_unitView;
public GameObject m_areaParent;
public GameObject m_unitsParent;
public GameObject m_linesParentt;
public GameObject m_boardQuadLeft;
public GameObject m_boardQuadRight;
public Camera m_mainCamera;
public SplineContainer m_splineContainerLeft;
public SplineContainer m_splineContainerRight;
private FightLineMap _baseMap;
private List<FightLineStandUnit> _team1StandUnits;
private List<FightLineStandUnit> _team2StandUnits;
public const int MAP_X_COUNT = 40;
public const int MAP_Y_COUNT = 40;
private void Awake()
{
_baseMap = new FightLineMap(MAP_X_COUNT, MAP_Y_COUNT);
_baseMap.FillStartWeights();
_baseMap.CreateViewMap(m_groundView, m_areaParent.transform);
_baseMap.UpdateColors();
_team1StandUnits = new List<FightLineStandUnit>();
for (int i = 0; i < 20; i++)
{
var unit = new FightLineStandUnit();
unit.side = -1;
unit.standPos = new Vector2Int(0, 10 + i);
unit.CreateView(m_unitView, m_unitsParent.transform);
_team1StandUnits.Add(unit);
}
_team1StandUnits[0].isMainUnit = true;
_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;
}
}
}

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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];
var lineEnd = line.cells[^1];
for (int j = i + 1; j < result.Count; j++)
{
var line2 = result[j];
var line2Head = line2.cells[0];
var line2End = line2.cells[^1];
var isConnect = true;
if (lineHead.CheckIsConnect(line2Head))
{
// 头头相接
// 先把1反转,再把2加入
line.Reverse();
line.AddLine(line2);
lineHead = line.cells[0];
lineEnd = line.cells[^1];
}
else if (lineHead.CheckIsConnect(line2End))
{
// 头尾相接
// 把2反转, 再把2加入
line2.Reverse();
line.AddLine(line2);
lineEnd = line.cells[^1];
}
else if (lineEnd.CheckIsConnect(lineHead))
{
// 尾头相接
// 把2加入
line.AddLine(line2);
lineEnd = line.cells[^1];
}
else if (lineEnd.CheckIsConnect(line2End))
{
// 尾尾相接
// 先把2反转, 再把2加入
line2.Reverse();
line.AddLine(line2);
lineEnd = line.cells[^1];
}
else
{
isConnect = false;
}
if (isConnect)
{
result.RemoveAt(j);
j--;
}
}
}
return result;
}
}
}

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using UnityEngine;
namespace Gameplay.LegionBattle.View
{
public class FightLineStandUnit
{
public Vector2Int standPos;
public int side;
public int maxDistance = 3;
private GameObject _viewObj;
public float moveSpeed = 5;
private Vector3 _targetPos;
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);
var renderer = _viewObj.transform.GetChild(0).GetComponent<MeshRenderer>();
renderer.material.color = side < 0 ? Color.red : Color.blue;
_needMove = false;
}
public void LogicUpdate(float dt)
{
if (!_needMove) return;
var nowPos = _viewObj.transform.position;
var toTarget = _targetPos - nowPos;
toTarget.z = 0;
var distance = toTarget.magnitude;
var moveDt = dt * moveSpeed;
if (distance > moveDt)
{
var moveDir = toTarget.normalized;
var movePos = nowPos + moveDir * moveDt;
_viewObj.transform.position = movePos;
}
else
{
_viewObj.transform.position = _targetPos;
_needMove = false;
}
_UpdateStandPos();
}
private void _UpdateStandPos()
{
var newStandPos = FightLineControl.GetGridPosFromWorld(_viewObj.transform.position);
if (newStandPos != standPos)
{
standPos = newStandPos;
isStandChanged = true;
}
}
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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