结束条件

master
2021744738 1 year ago
parent abd92558fb
commit 0551b5c8fa

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@ -17,6 +17,8 @@ namespace BuildSystem
public Vector3 startPos;
[Header("是否可以放置")]
public bool isCanPlace;
[Header("拆除")]
public bool isRemove = false;
Grid[][] gridMap;
private PlaceObject_SO placeObject_SO;
[NonSerialized]
@ -44,57 +46,65 @@ namespace BuildSystem
mouseClick = GetComponent<MouseClick>();
CreateTerrain();
CreatePlace(w[0], 0, 0);
CreatePlace(h2, 1, 0);
CreatePlace(h2, 2, 0);
CreatePlace(t2up, 3, 0);
CreatePlace(h2, 4, 0);
CreatePlace(h2, 5, 0);
CreatePlace(h2, 6, 0);
CreatePlace(h2, 7, 0);
CreatePlace(h2, 8, 0);
CreatePlace(h2, 9, 0);
CreatePlace(t2up, 10, 0);
CreatePlace(h2, 11, 0);
CreatePlace(h2, 12, 0);
CreatePlace(w[3], 13, 0);
CreatePlace(h2, 1, 7);
CreatePlace(h2, 2, 7);
CreatePlace(t2down, 3, 7);
CreatePlace(h2, 4, 7);
CreatePlace(h2, 5, 7);
CreatePlace(h2, 6, 7);
CreatePlace(h2, 7, 7);
CreatePlace(h2, 8, 7);
CreatePlace(h2, 9, 7);
CreatePlace(t2down, 10, 7);
CreatePlace(h2, 11, 7);
CreatePlace(h2, 12, 7);
CreatePlace(v2, 0, 1);
CreatePlace(t2right, 0, 2);
CreatePlace(v2, 0, 3);
CreatePlace(v2, 0, 4);
CreatePlace(t2left, 0, 5);
CreatePlace(v2, 0, 6);
CreatePlace(w[1], 0, 7);
CreatePlace(v2, 13, 1);
CreatePlace(t2left, 13, 2);
CreatePlace(v2, 13, 3);
CreatePlace(v2, 13, 4);
CreatePlace(t2right, 13, 5);
CreatePlace(v2, 13, 6);
CreatePlace(w[2], 13, 7);
CreatePlaceSpecial(w[0], 0, 0);
CreatePlaceSpecial(h2, 1, 0);
CreatePlaceSpecial(h2, 2, 0);
CreatePlaceSpecial(t2up, 3, 0);
CreatePlaceSpecial(h2, 4, 0);
CreatePlaceSpecial(h2, 5, 0);
CreatePlaceSpecial(h2, 6, 0);
CreatePlaceSpecial(h2, 7, 0);
CreatePlaceSpecial(h2, 8, 0);
CreatePlaceSpecial(h2, 9, 0);
CreatePlaceSpecial(t2up, 10, 0);
CreatePlaceSpecial(h2, 11, 0);
CreatePlaceSpecial(h2, 12, 0);
CreatePlaceSpecial(w[3], 13, 0);
CreatePlaceSpecial(w[1], 0, 7);
CreatePlaceSpecial(h2, 1, 7);
CreatePlaceSpecial(h2, 2, 7);
CreatePlaceSpecial(t2down, 3, 7);
CreatePlaceSpecial(h2, 4, 7);
CreatePlaceSpecial(h2, 5, 7);
CreatePlaceSpecial(h2, 6, 7);
CreatePlaceSpecial(h2, 7, 7);
CreatePlaceSpecial(h2, 8, 7);
CreatePlaceSpecial(h2, 9, 7);
CreatePlaceSpecial(t2down, 10, 7);
CreatePlaceSpecial(h2, 11, 7);
CreatePlaceSpecial(h2, 12, 7);
CreatePlaceSpecial(w[2], 13, 7);
CreatePlaceSpecial(v2, 0, 1);
CreatePlaceSpecial(t2right, 0, 2);
CreatePlaceSpecial(v2, 0, 3);
CreatePlaceSpecial(v2, 0, 4);
CreatePlaceSpecial(v2, 0, 5);
CreatePlaceSpecial(v2, 0, 6);
CreatePlaceSpecial(v2, 13, 1);
CreatePlaceSpecial(v2, 13, 2);
CreatePlaceSpecial(v2, 13, 3);
CreatePlaceSpecial(v2, 13, 4);
CreatePlaceSpecial(t2left, 13, 5);
CreatePlaceSpecial(v2, 13, 6);
//特殊建筑
gridMap[1][3].isPlace = true;
gridMap[7][5].isPlace = true;
gridMap[7][2].isPlace = true;
gridMap[8][2].isPlace = true;
gridMap[11][4].isPlace = true;
gridMap[1][3].isTS = true;
gridMap[7][5].isTS = true;
gridMap[7][2].isTS = true;
gridMap[8][2].isTS = true;
gridMap[11][4].isTS = true;
}
/// <summary>
@ -114,7 +124,7 @@ namespace BuildSystem
if (j>0) {
grid.BindDownAndThis(gridMap[i][j - 1]);
}
CreateFlag();
//CreateFlag();
}
}
}
@ -147,10 +157,35 @@ namespace BuildSystem
gridMap[x][y].isPlace = true;
gridMap[x][y].type = place.type;
gridMap[x][y].isHaves = place.ishave;
gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj;
}
/// <summary>
/// 创建一个特殊的物体
/// </summary>
/// <param name="place"></param>
/// <param name="x"></param>
/// <param name="y"></param>
void CreatePlaceSpecial(PlaceObject_SO place, int x, int y)
{
Transform trans = Instantiate(place.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
obj.Init(place.nameString, place.width, place.height, place.type, place.ishave, place.roadType);
obj.SetPosition(GetGridPos(new Vector3Int(x, 0, y)));
gridMap[x][y].isPlace = true;
gridMap[x][y].isTS = true;
gridMap[x][y].type = place.type;
gridMap[x][y].isHaves = place.ishave;
gridMap[x][y].roadType = place.roadType;
gridMap[x][y].placeObject = obj;
}
void RemovePlace(int x, int y) {
Destroy(gridMap[x][y].placeObject.gameObject);
gridMap[x][y].Init();
}
/// <summary>
/// 创建grid标识
@ -159,7 +194,7 @@ namespace BuildSystem
}
/// <summary>
/// 改变当前的选择
/// 改变当前的选择的指示器
/// </summary>
public void ChangeChoose(PlaceObject_SO placeObject_SO) {
this.placeObject_SO = placeObject_SO;
@ -231,10 +266,11 @@ namespace BuildSystem
return true;
}
public Grid GetGrid(Vector3Int pos) {
return gridMap[pos.x][pos.z];
}
/// <summary>
/// 获取grid的世界坐标
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
public Vector3 GetGridPos(Vector3Int pos) {
if (pos == new Vector3Int(-1, -1, -1)) {
return Vector3Int.zero;
@ -242,40 +278,36 @@ namespace BuildSystem
return gridMap[pos.x][pos.z].pos;
}
/// <summary>
/// 判断是否通关
/// </summary>
/// <returns></returns>
public bool IsGameEnd() {
//判断是否闭环
for (int i = 0; i < mapSize.x; i++)
{
for (int j = 0; j < mapSize.y; j++)
{
if (gridMap[i][j].isPlace) {
int index = 0;
int number = 0;
foreach (IsHave have in gridMap[i][j].isHaves) {
if (have == IsHave.Yes) {
index++;
}
}
if (gridMap[i][j].up!=null && gridMap[i][j].up.isPlace) {
number++;
}
if (gridMap[i][j].down != null && gridMap[i][j].down.isPlace) {
number++;
}
if (gridMap[i][j].left != null && gridMap[i][j].left.isPlace)
{
number++;
}
if (gridMap[i][j].right != null && gridMap[i][j].right.isPlace)
{
number++;
}
if (index != number) {
return false;
}
}
if (!gridMap[i][j].isClosedLoop()) {
return false;
}
}
}
//判断是否有两个十字
int number = 0;
for (int i = 0; i < mapSize.x; i++)
{
for (int j = 0; j < mapSize.y; j++)
{
if (gridMap[i][j].isPlace && gridMap[i][j].roadType == RoadType.Ten) {
number++;
}
}
}
if (number < 2) {
return false;
}
return true;
}
@ -293,33 +325,31 @@ namespace BuildSystem
if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate())
{
CreatePlace(placeObject_SO, mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
} else if (Input.GetMouseButtonDown(1) && mouseClick.MouseInGrid()!=new Vector3Int(-1,-1,-1)) {
if (gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].placeObject) {
if (!gridMap[mouseClick.MouseInGrid().x][mouseClick.MouseInGrid().z].isTS) {
RemovePlace(mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
buildTip.ShowTip("拆除提示");
}
}
}
//变色提示
if (placeObj) {
Material[] materials = placeObj.GetComponent<MeshRenderer>().materials;
if (placeObj)
{
if (isCanCreateToTip())
{
placeObj.GetComponent<MeshRenderer>().materials = new Material[5] {
materials[0],
materials[1],
materials[2],
materials[3],
green
};
Debug.Log("可以");
placeObj.GetComponent<MeshRenderer>().materials[1] = green;
}
else {
placeObj.GetComponent<MeshRenderer>().materials = new Material[5] {
materials[0],
materials[1],
materials[2],
materials[3],
red
};
else
{
Debug.Log("不可以");
placeObj.GetComponent<MeshRenderer>().materials[1] = red;
}
}
//判断通关
if (IsGameEnd() && !isGameEnd)
{
isGameEnd = true;

@ -10,6 +10,7 @@ namespace BuildSystem
public int z { get; }
public Vector3Int logicPos;
[Header("相连的Grid")]
public Grid up;
public Grid down;
public Grid left;
@ -20,11 +21,12 @@ namespace BuildSystem
public Vector3 pos { get; }
public bool isPlace = false;
public bool isTS = false;
public PlaceObject placeObject;
public RoadType roadType;
public PlaceObjectType[] type = new PlaceObjectType[4] { PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None};
public Grid(Vector3Int logicPos) {
this.logicPos = logicPos;
x = this.logicPos.x;
@ -57,6 +59,50 @@ namespace BuildSystem
right = null;
}
/// <summary>
/// 判断是否闭环
/// </summary>
/// <returns></returns>
public bool isClosedLoop() {
if (isHaves[0]==IsHave.Yes) {
if (up != null && up.isHaves[2] != IsHave.Yes) {
return false;
}
}
if (isHaves[1] == IsHave.Yes)
{
if (right != null && right.isHaves[3] != IsHave.Yes)
{
return false;
}
}
if (isHaves[2] == IsHave.Yes)
{
if (down != null && down.isHaves[0] != IsHave.Yes)
{
return false;
}
}
if (isHaves[3] == IsHave.Yes)
{
if (left != null && left.isHaves[1] != IsHave.Yes)
{
return false;
}
}
return true;
}
public void Init() {
isHaves = new IsHave[4] { IsHave.None, IsHave.None, IsHave.None, IsHave.None };
isPlace = false;
roadType = RoadType.Straight;
type = new PlaceObjectType[4] { PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None, PlaceObjectType.None };
}
}
}

@ -8,10 +8,6 @@ namespace BuildSystem
public class BuildTip : MonoBehaviour
{
public GameObject tipPrfab;
private void Awake()
{
}
public void ShowTip(string text="放置失败") {
StartCoroutine(Show(text));
}

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@ -73,5 +73,5 @@ Material:
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m_Colors:
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

@ -73,5 +73,5 @@ Material:
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