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

201 lines
4.7 KiB
C#

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