NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/LegionBattle/View/FightLineArea.cs

121 lines
3.4 KiB
C#

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);
}
}
}
}