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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace BuildSystem
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{
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[DefaultExecutionOrder(-10)]
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public class BuildSystemManager : MonoSingleton<BuildSystemManager>
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{
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[NonSerialized]
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public MouseClick mouseClick;
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public BuildTip buildTip;
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[Header("地图大小")]
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public Vector2Int mapSize;
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[Header("grid大小")]
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public int gridSize;
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[Header("起始位置")]
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public Vector3 startPos;
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[Header("是否可以放置")]
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public bool isCanPlace;
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[Header("拆除")]
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public bool isRemove = false;
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public Grid[][] gridMap;
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[Header("转换后的数据")]
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public GridInfo[][] gridInfos;
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public List<GridInfo> grid = new List<GridInfo>();
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private PlaceObject_SO placeObject_SO;
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public bool isUI = false;
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[NonSerialized]
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public PlaceObject placeObj;
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public GameObject flag;
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public bool isGameEnd = false;
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[Header("用于初始化地图")]
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public PlaceObject_SO t2up;
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public PlaceObject_SO t2down;
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public PlaceObject_SO h2;
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public PlaceObject_SO t2left;
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public PlaceObject_SO t2right;
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public PlaceObject_SO v2;
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public PlaceObject_SO[] w;
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protected override void Awake()
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{
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base.Awake();
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mouseClick = GetComponent<MouseClick>();
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CreateTerrain();
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DontDestroyOnLoad(gameObject);
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CreatePlaceSpecial(w[0], 0, 0);
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CreatePlaceSpecial(h2, 1, 0);
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CreatePlaceSpecial(h2, 2, 0);
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CreatePlaceSpecial(t2up, 3, 0);
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CreatePlaceSpecial(h2, 4, 0);
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CreatePlaceSpecial(h2, 5, 0);
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CreatePlaceSpecial(h2, 6, 0);
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CreatePlaceSpecial(h2, 7, 0);
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CreatePlaceSpecial(h2, 8, 0);
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CreatePlaceSpecial(h2, 9, 0);
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CreatePlaceSpecial(t2up, 10, 0);
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CreatePlaceSpecial(h2, 11, 0);
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CreatePlaceSpecial(h2, 12, 0);
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CreatePlaceSpecial(w[3], 13, 0);
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CreatePlaceSpecial(w[1], 0, 7);
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CreatePlaceSpecial(h2, 1, 7);
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CreatePlaceSpecial(h2, 2, 7);
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CreatePlaceSpecial(t2down, 3, 7);
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CreatePlaceSpecial(h2, 4, 7);
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CreatePlaceSpecial(h2, 5, 7);
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CreatePlaceSpecial(h2, 6, 7);
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CreatePlaceSpecial(h2, 7, 7);
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CreatePlaceSpecial(h2, 8, 7);
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CreatePlaceSpecial(h2, 9, 7);
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CreatePlaceSpecial(t2down, 10, 7);
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CreatePlaceSpecial(h2, 11, 7);
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CreatePlaceSpecial(h2, 12, 7);
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CreatePlaceSpecial(w[2], 13, 7);
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CreatePlaceSpecial(v2, 0, 1);
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CreatePlaceSpecial(t2right, 0, 2);
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CreatePlaceSpecial(v2, 0, 3);
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CreatePlaceSpecial(v2, 0, 4);
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CreatePlaceSpecial(v2, 0, 5);
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CreatePlaceSpecial(v2, 0, 6);
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CreatePlaceSpecial(v2, 13, 1);
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CreatePlaceSpecial(v2, 13, 2);
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CreatePlaceSpecial(v2, 13, 3);
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CreatePlaceSpecial(v2, 13, 4);
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CreatePlaceSpecial(t2left, 13, 5);
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CreatePlaceSpecial(v2, 13, 6);
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//特殊建筑
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gridMap[1][3].isPlace = true;
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gridMap[7][5].isPlace = true;
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gridMap[5][2].isPlace = true;
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gridMap[8][2].isPlace = true;
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gridMap[11][4].isPlace = true;
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gridMap[1][3].gridType = GridType.Special;
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gridMap[7][5].gridType = GridType.Special;
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gridMap[5][2].gridType = GridType.Special;
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gridMap[8][2].gridType = GridType.Special;
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gridMap[11][4].gridType = GridType.Special;
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}
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/// <summary>
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/// 创建地形
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/// </summary>
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void CreateTerrain()
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{
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//创建地图
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gridMap = new Grid[mapSize.x][];
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for (int i = 0; i < mapSize.x; i++)
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{
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gridMap[i] = new Grid[mapSize.y];
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for (int j = 0; j < mapSize.y; j++)
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{
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Grid grid = new Grid(i, 0, j);
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gridMap[i][j] = grid;
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if (i > 0)
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{
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grid.BindLeftAndThis(gridMap[i - 1][j]);
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}
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if (j > 0)
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{
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grid.BindDownAndThis(gridMap[i][j - 1]);
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}
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//CreateFlag();
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}
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}
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}
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/// <summary>
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/// 创建一个当前选择的物体,用于指示器的更换
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/// </summary>
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/// <returns></returns>
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PlaceObject CreatePlaceObject() {
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Transform trans = Instantiate(placeObject_SO.prefab, transform);
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PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
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obj.Init(placeObject_SO.nameString,
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placeObject_SO.width, placeObject_SO.height, placeObject_SO.type,placeObject_SO.ishave,placeObject_SO.roadType);
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obj.SetPosition(GetGridPos(mouseClick.MouseInGrid()));
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return obj;
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}
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/// <summary>
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/// 创建一个物体
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/// </summary>
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/// <param name="place"></param>
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/// <param name="x"></param>
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/// <param name="y"></param>
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void CreatePlace(PlaceObject_SO place, int x, int y) {
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Transform trans = Instantiate(place.prefab, transform);
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PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
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obj.Init(place.nameString, place.width, place.height, place.type, place.ishave, place.roadType);
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obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y)));
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gridMap[x][y].isPlace = true;
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gridMap[x][y].type = place.type;
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gridMap[x][y].isHaves = place.ishave;
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gridMap[x][y].roadType = place.roadType;
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gridMap[x][y].placeObject = obj;
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if (gridMap[x][y].roadType != RoadType.T && gridMap[x][y].roadType != RoadType.Ten) return;
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var gridinfo = trans.gameObject.AddComponent<GridInfo>();
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grid.Add(gridinfo);
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if (gridMap[x][y].isPlace)
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{
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if (gridMap[x][y].roadType == RoadType.Ten)
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{
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gridinfo.roadType = TraficRoadType.十;
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}
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else if (gridMap[x][y].roadType == RoadType.T)
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{
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if (gridMap[x][y].isHaves[0] != IsHave.Yes)
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{
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gridinfo.roadType = TraficRoadType.downT;
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}
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else if (gridMap[x][y].isHaves[2] != IsHave.Yes)
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{
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gridinfo.roadType = TraficRoadType.upT;
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}
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else if (gridMap[x][y].isHaves[3] != IsHave.Yes)
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{
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gridinfo.roadType = TraficRoadType.rightT;
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}
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else if (gridMap[x][y].isHaves[1] != IsHave.Yes)
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{
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gridinfo.roadType = TraficRoadType.leftT;
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}
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}
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gridinfo.up = gridMap[x][y].placeObject.transform.GetChild(0).position;
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gridinfo.down = gridMap[x][y].placeObject.transform.GetChild(1).position;
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gridinfo.left = gridMap[x][y].placeObject.transform.GetChild(2).position;
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gridinfo.right = gridMap[x][y].placeObject.transform.GetChild(3).position;
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}
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}
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public void RemoveGrid(GridInfo info)
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{
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if (grid.Contains(info))
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{
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grid.Remove(info);
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}
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}
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/// <summary>
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/// 创建一个gridtype为初始化类型的数组
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/// </summary>
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/// <param name="place"></param>
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/// <param name="x"></param>
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/// <param name="y"></param>
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void CreatePlaceSpecial(PlaceObject_SO place, int x, int y)
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{
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Transform trans = Instantiate(place.prefab, transform);
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PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
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obj.Init(place.nameString, place.width, place.height, place.type, place.ishave, place.roadType);
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obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y)));
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gridMap[x][y].isPlace = true;
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gridMap[x][y].gridType = GridType.Initial;
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gridMap[x][y].type = place.type;
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gridMap[x][y].isHaves = place.ishave;
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gridMap[x][y].roadType = place.roadType;
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gridMap[x][y].placeObject = obj;
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}
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/// <summary>
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/// 移除某个物体
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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void RemovePlace(int x, int y) {
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RemoveGrid(gridMap[x][y].placeObject.gameObject.GetComponent<GridInfo>());
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Destroy(gridMap[x][y].placeObject.gameObject);
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gridMap[x][y].RemoveInit();
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}
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/// <summary>
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/// 创建grid标识
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/// </summary>
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void CreateFlag() {
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}
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/// <summary>
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/// 改变当前的选择的指示器
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/// </summary>
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public void ChangeChoose(PlaceObject_SO placeObject_SO) {
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this.placeObject_SO = placeObject_SO;
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if (placeObj)
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{
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Destroy(placeObj.gameObject);
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}
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placeObj = CreatePlaceObject();
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}
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/// <summary>
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/// 是否可以创建
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/// </summary>
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public bool isCanCreate()
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{
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//将自身大小记录
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bool isCreateSuccess = true;
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Vector3Int start = mouseClick.MouseInGrid();
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if (start == new Vector3Int(-1, -1, -1) || gridMap[start.x][start.z].isPlace)
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{
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isCreateSuccess = false;
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}
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if (!isCreateSuccess)
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{
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if (!isUI) {
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buildTip.ShowTip("当前位置不可创建");
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}
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return false;
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}
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//判断类型是否可以放置
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if (isCreateSuccess)
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{
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if (!gridMap[start.x][start.z].IsCanPlace(placeObj))
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{
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buildTip.ShowTip("当前位置存在放置存在风险");
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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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/// <summary>
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/// 判断是否可以创建,用于提示
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/// </summary>
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/// <returns></returns>
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public bool isCanCreateToTip()
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{
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//将自身大小记录
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bool isCreateSuccess = true;
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Vector3Int start = mouseClick.MouseInGrid();
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if (start == new Vector3Int(-1, -1, -1) || gridMap[start.x][start.z].isPlace)
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{
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isCreateSuccess = false;
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}
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if (!isCreateSuccess)
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{
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return false;
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}
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//判断类型是否可以放置
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if (isCreateSuccess)
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{
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if (!gridMap[start.x][start.z].IsCanPlace(placeObj))
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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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/// <summary>
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/// 获取grid的世界坐标
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/// </summary>
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/// <param name="pos"></param>
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/// <returns></returns>
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public Vector3 GetGridPos(Vector3Int pos) {
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if (pos == new Vector3Int(-1, -1, -1)) {
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return Vector3Int.zero;
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}
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return gridMap[pos.x][pos.z].pos;
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}
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/// <summary>
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/// 判断是否通关
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/// </summary>
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/// <returns></returns>
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public bool IsGameEnd() {
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//判断是否闭环
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for (int i = 0; i < mapSize.x; i++)
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{
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for (int j = 0; j < mapSize.y; j++)
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{
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if (!gridMap[i][j].isClosedLoop()) {
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return false;
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}
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}
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}
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//判断是否有两个十字
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int number = 0;
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for (int i = 0; i < mapSize.x; i++)
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{
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for (int j = 0; j < mapSize.y; j++)
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{
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if (gridMap[i][j].isPlace && gridMap[i][j].roadType == RoadType.Ten) {
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number++;
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}
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}
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}
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if (number < 2) {
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return false;
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}
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return true;
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}
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private void Update()
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{
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//物体跟随鼠标
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if (placeObj && isCanPlace) {
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if (mouseClick.MouseInGrid() != new Vector3Int(-1,-1,-1))
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{
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placeObj.SetPosition(GetGridPos(mouseClick.MouseInGrid()));
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}
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}
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////创建物体
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if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate())
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{
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CreatePlace(placeObject_SO, mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
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} else if (Input.GetMouseButtonDown(1) && mouseClick.MouseInGrid()!=new Vector3Int(-1,-1,-1)) {
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if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].placeObject) {
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if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].gridType == GridType.General) {
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RemovePlace(mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
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buildTip.ShowTip("拆除提示");
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}
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}
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}
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//变色提示
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if (placeObj)
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{
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flag.transform.position = placeObj.transform.position - new Vector3(0,0.5f,0);
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if (isCanCreateToTip())
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{
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flag.GetComponent<MeshRenderer>().material.SetColor("_Color", new Color32(48,255,30,128));
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}
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else
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{
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flag.GetComponent<MeshRenderer>().material.SetColor("_Color", new Color32(255, 41, 0, 128));
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}
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}
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//判断通关
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if (IsGameEnd() && !isGameEnd)
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{
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isGameEnd = true;
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EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
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}
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for (int i = 0; i < mapSize.x; i++)
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{
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for (int j = 0; j < mapSize.y; j++)
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{
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gridMap[i][j].InitGround();
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}
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}
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}
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public GridInfo[][] DataTrans() {
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isCanPlace = false;
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gridInfos = new GridInfo[mapSize.x][] ;
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for (int i = 0; i < mapSize.x; i++)
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{
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gridInfos[i] = new GridInfo[mapSize.y];
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for (int j = 0; j < mapSize.y; j++)
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{
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GridInfo grid = new GridInfo();
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gridInfos[i][j] = grid;
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}
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}
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for (int i = 0; i < mapSize.x; i++)
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{
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for (int j = 0; j < mapSize.y; j++)
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{
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if (gridMap[i][j].isPlace)
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{
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if (gridMap[i][j].roadType == RoadType.Ten) {
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gridInfos[i][j].roadType = TraficRoadType.十;
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} else if (gridMap[i][j].roadType == RoadType.T) {
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if (gridMap[i][j].up == null) {
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gridInfos[i][j].roadType = TraficRoadType.downT;
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} else if (gridMap[i][j].down == null) {
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gridInfos[i][j].roadType = TraficRoadType.upT;
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}
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else if (gridMap[i][j].left == null)
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{
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gridInfos[i][j].roadType = TraficRoadType.rightT;
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}
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else if (gridMap[i][j].right == null)
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{
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gridInfos[i][j].roadType = TraficRoadType.leftT;
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}
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}
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gridInfos[i][j].up = gridMap[i][j].placeObject.transform.GetChild(0).position;
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gridInfos[i][j].down = gridMap[i][j].placeObject.transform.GetChild(1).position;
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gridInfos[i][j].left = gridMap[i][j].placeObject.transform.GetChild(2).position;
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gridInfos[i][j].right = gridMap[i][j].placeObject.transform.GetChild(3).position;
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}
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}
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}
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return gridInfos;
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}
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//public
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}
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}
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