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[NonSerialized] + public MouseClick mouseClick; + public BuildTip buildTip; + [Header("地图大小")] + public Vector2Int mapSize; + [Header("grid大小")] + public int gridSize; + [Header("起始位置")] + public Vector3 startPos; + [Header("是否可以放置")] + public bool isCanPlace; + Grid[][] gridMap; + private PlaceObject_SO placeObject_SO; + [NonSerialized] + public PlaceObject placeObj; + + public Material green; + public Material red; + + [Header("用于初始化地图")] + public PlaceObject_SO t2up; + public PlaceObject_SO t2down; + public PlaceObject_SO h2; + + public PlaceObject_SO t2left; + public PlaceObject_SO t2right; + public PlaceObject_SO v2; + + public PlaceObject_SO[] w; + + protected override void Awake() + { + base.Awake(); + mouseClick = GetComponent(); + 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); + + 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; + } + + /// + /// 创建地形 + /// + void CreateTerrain() { + //创建地图 + gridMap = new Grid[mapSize.x][]; + for (int i=0;i 0) { + grid.BindLeftAndThis(gridMap[i - 1][j]); + } + if (j>0) { + grid.BindDownAndThis(gridMap[i][j - 1]); + } + CreateFlag(); + } + } + } + + /// + /// 创建一个当前选择的物体,用于指示器的更换 + /// + /// + PlaceObject CreatePlaceObject() { + Transform trans = Instantiate(placeObject_SO.prefab, transform); + PlaceObject obj = trans.gameObject.AddComponent(); + obj.Init(placeObject_SO.nameString, + placeObject_SO.width, placeObject_SO.height, placeObject_SO.type,placeObject_SO.ishave); + obj.SetPosition(GetGridPos(mouseClick.MouseInGrid())); + return obj; + } + + /// + /// 创建一个物体 + /// + /// + /// + /// + void CreatePlace(PlaceObject_SO place,int x,int y) { + Transform trans = Instantiate(place.prefab, transform); + PlaceObject obj = trans.gameObject.AddComponent(); + obj.Init(place.nameString, + place.width, place.height, place.type, place.ishave); + obj.SetPosition(GetGridPos(new Vector3Int(x,0,y))); + + gridMap[x][y].isPlace = true; + gridMap[x][y].type = place.type; + gridMap[x][y].isHaves = place.ishave; + } + + + /// + /// 创建grid标识 + /// + void CreateFlag() { + + } + /// + /// 改变当前的选择 + /// + public void ChangeChoose(PlaceObject_SO placeObject_SO) { + this.placeObject_SO = placeObject_SO; + if (placeObj) + { + Destroy(placeObj.gameObject); + } + placeObj = CreatePlaceObject(); + } + + /// + /// 是否可以创建 + /// + public bool isCanCreate() + { + //将自身大小记录 + bool isCreateSuccess = true; + Vector3Int start = mouseClick.MouseInGrid(); + + if (start == new Vector3Int(-1, -1, -1) || gridMap[start.x][start.z].isPlace) + { + isCreateSuccess = false; + } + if (!isCreateSuccess) + { + buildTip.ShowTip("放置失败"); + return false; + } + + //判断类型是否可以放置 + if (isCreateSuccess) + { + if (!gridMap[start.x][start.z].IsCanPlace(placeObj)) + { + buildTip.ShowTip("周围放置类型不对"); + return false; + } + } + return true; + } + + /// + /// 判断是否可以创建,用于提示 + /// + /// + public bool isCanCreateToTip() + { + //将自身大小记录 + bool isCreateSuccess = true; + Vector3Int start = mouseClick.MouseInGrid(); + + if (start == new Vector3Int(-1, -1, -1) || gridMap[start.x][start.z].isPlace) + { + isCreateSuccess = false; + } + if (!isCreateSuccess) + { + return false; + } + + //判断类型是否可以放置 + if (isCreateSuccess) + { + if (!gridMap[start.x][start.z].IsCanPlace(placeObj)) + { + return false; + } + } + return true; + } + + public Grid GetGrid(Vector3Int pos) { + return gridMap[pos.x][pos.z]; + } + + public Vector3 GetGridPos(Vector3Int pos) { + if (pos == new Vector3Int(-1, -1, -1)) { + return Vector3Int.zero; + } + return gridMap[pos.x][pos.z].pos; + } + + private void Update() + { + //物体跟随鼠标 + if (placeObj && isCanPlace) { + if (mouseClick.MouseInGrid() != new Vector3Int(-1,-1,-1)) + { + placeObj.SetPosition(GetGridPos(mouseClick.MouseInGrid())); + } + } + + ////创建物体 + if (Input.GetMouseButtonDown(0) && placeObj && isCanPlace && isCanCreate()) + { + CreatePlace(placeObject_SO, 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a/Assets/BuildSystem/Scripts/Grid.cs b/Assets/BuildSystem/Scripts/Grid.cs new file mode 100644 index 0000000..d289a68 --- /dev/null +++ b/Assets/BuildSystem/Scripts/Grid.cs @@ -0,0 +1,62 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace BuildSystem +{ + public class Grid + { + public int x { get; } + public int y { get; } + public int z { get; } + public Vector3Int logicPos; + + public Grid up; + public Grid down; + public Grid left; + public Grid right; + + public IsHave[] isHaves = new IsHave[4] { IsHave.None, IsHave.None , IsHave.None , IsHave.None }; + + public Vector3 pos { get; } + + public bool isPlace = false; + + public PlaceObjectType type = PlaceObjectType.None; + + public Grid(Vector3Int logicPos) { + this.logicPos = logicPos; + x = this.logicPos.x; + y = this.logicPos.y; + z = this.logicPos.z; + float gridSize = BuildSystemManager.Instance.gridSize; + pos = BuildSystemManager.Instance.startPos + new Vector3( + gridSize / 2 + x * gridSize, + 0, + gridSize / 2 + z * gridSize); + up = null; + down = null; + left = null; + right = null; + type = PlaceObjectType.None; + } + public Grid(int x,int y ,int z) + { + this.x = x; + this.y = y; + this.z = z; + logicPos = new Vector3Int(x,y,z); ; + float gridSize = BuildSystemManager.Instance.gridSize; + pos = BuildSystemManager.Instance.startPos + new Vector3( + gridSize / 2 + x * gridSize, + 0, + gridSize / 2 + z * gridSize); + up = null; + down = null; + left = null; + right = null; + type = PlaceObjectType.None; + } + + + } +} diff --git a/Assets/BuildSystem/Scripts/Grid.cs.meta b/Assets/BuildSystem/Scripts/Grid.cs.meta new file mode 100644 index 0000000..c8d4c98 --- /dev/null +++ b/Assets/BuildSystem/Scripts/Grid.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e896389963a3e2b45a6d62c963b5000b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/MonoSingleton.cs b/Assets/BuildSystem/Scripts/MonoSingleton.cs new file mode 100644 index 0000000..6dbbd1b --- /dev/null +++ b/Assets/BuildSystem/Scripts/MonoSingleton.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +namespace BuildSystem +{ + public class MonoSingleton : MonoBehaviour where T : MonoSingleton + { + private static T _instance; + public static T Instance + { + get + { + return _instance; + } + } + + protected virtual void Awake() + { + if (_instance != null) + { + Destroy(_instance.gameObject); + } + _instance = this as T; + } + + protected virtual void OnDestroy() + { + if (_instance == this) + { + _instance = null; + } + } + } +} diff --git a/Assets/BuildSystem/Scripts/MonoSingleton.cs.meta b/Assets/BuildSystem/Scripts/MonoSingleton.cs.meta new file mode 100644 index 0000000..e7aacda --- /dev/null +++ b/Assets/BuildSystem/Scripts/MonoSingleton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4bc1a71e2c5baa4aabc37ace6ebe20f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/MouseClick.cs b/Assets/BuildSystem/Scripts/MouseClick.cs new file mode 100644 index 0000000..1472a2a --- /dev/null +++ b/Assets/BuildSystem/Scripts/MouseClick.cs @@ -0,0 +1,48 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace BuildSystem { + public class MouseClick : MonoBehaviour + { + public Transform ground; + public Camera camera; + RaycastHit raycastHit; + + /// + /// 返回鼠标在地图上的坐标 + /// + /// + public Vector3Int MouseInGrid() { + Vector3 groundPos = camera.WorldToScreenPoint(ground.transform.position); + Vector3 mousePos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, groundPos.z); + Vector3 worldMousePos = camera.ScreenToWorldPoint(mousePos); + Ray ray = new Ray(camera.transform.position, worldMousePos - camera.transform.position); + + int layerMask = (1 << 8); + layerMask = ~layerMask; //取消obj层防止遮挡 + + if (Physics.Raycast(ray, out raycastHit,1000f ,layerMask)) + { + if (raycastHit.collider.tag == "Map") + { + return WorldInGrid(raycastHit.point); + } + } + return new Vector3Int(-1,-1,-1); + } + + /// + /// 给定一个世界坐标,判断坐标位于哪个grid + /// + /// + /// + Vector3Int WorldInGrid(Vector3 pos) + { + Vector3 gridSpace = pos - BuildSystemManager.Instance.startPos; + int x = (int)(gridSpace.x / BuildSystemManager.Instance.gridSize); + int z = (int)(gridSpace.z / BuildSystemManager.Instance.gridSize); + return new Vector3Int(x,0,z); + } + } +} diff --git a/Assets/BuildSystem/Scripts/MouseClick.cs.meta b/Assets/BuildSystem/Scripts/MouseClick.cs.meta new file mode 100644 index 0000000..d327597 --- /dev/null +++ b/Assets/BuildSystem/Scripts/MouseClick.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f8906aeb558119c41a9efa855093b3b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/PlaceObject.cs b/Assets/BuildSystem/Scripts/PlaceObject.cs new file mode 100644 index 0000000..7a515d9 --- /dev/null +++ b/Assets/BuildSystem/Scripts/PlaceObject.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace BuildSystem +{ + public class PlaceObject : MonoBehaviour + { + public string nameString; + public int width; + public int height; + public PlaceObjectType type; + public IsHave[] ishave = new IsHave[4]; + + public void Init(string nameString,int width,int height,PlaceObjectType type,IsHave[] ishave) { + this.nameString = nameString; + this.width = width; + this.height = height; + this.type = type; + this.ishave = ishave; + } + + /// + /// 设置焦点距离 + /// + /// + public void SetPosition(Vector3 pos) { + Vector3 target = new Vector3((float)(width * BuildSystemManager.Instance.gridSize) / 2 + - (float)(BuildSystemManager.Instance.gridSize * 0.5f), + transform.position.y, + (float)(height * BuildSystemManager.Instance.gridSize) / 2 - (float)(BuildSystemManager.Instance.gridSize * 0.5f)); + transform.position = pos + target; + } + } +} diff --git a/Assets/BuildSystem/Scripts/PlaceObject.cs.meta b/Assets/BuildSystem/Scripts/PlaceObject.cs.meta new file mode 100644 index 0000000..e680c61 --- /dev/null +++ b/Assets/BuildSystem/Scripts/PlaceObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e1aa23ffa1ddd8c43a8563e0178c163b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/UI.meta b/Assets/BuildSystem/Scripts/UI.meta new file mode 100644 index 0000000..c7f0795 --- /dev/null +++ b/Assets/BuildSystem/Scripts/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: faf3fa073583fef4483b010587475d3c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/UI/BuildTip.cs b/Assets/BuildSystem/Scripts/UI/BuildTip.cs new file mode 100644 index 0000000..50c6dce --- /dev/null +++ b/Assets/BuildSystem/Scripts/UI/BuildTip.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening; +namespace BuildSystem +{ + public class BuildTip : MonoBehaviour + { + public GameObject tipPrfab; + private void Awake() + { + + } + public void ShowTip(string text="放置失败") { + StartCoroutine(Show(text)); + } + + IEnumerator Show(string text) + { + GameObject tip = Instantiate(tipPrfab, transform); + tip.SetActive(true); + tip.GetComponentInChildren().text = text; + tip.transform.position = new Vector3(Screen.width / 2, 0, 0); + tip.transform.DOMove(new Vector3(Screen.width / 2, Screen.height / 2, 0),2); + yield return new WaitForSeconds(3); + Destroy(tip); + } + } +} diff --git a/Assets/BuildSystem/Scripts/UI/BuildTip.cs.meta b/Assets/BuildSystem/Scripts/UI/BuildTip.cs.meta new file mode 100644 index 0000000..3b5c288 --- /dev/null +++ b/Assets/BuildSystem/Scripts/UI/BuildTip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6a85f1664e693aa4abeb34e136dc58b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/BuildSystem/Scripts/UI/GridUI.cs b/Assets/BuildSystem/Scripts/UI/GridUI.cs new file mode 100644 index 0000000..cc2cbd1 --- /dev/null +++ b/Assets/BuildSystem/Scripts/UI/GridUI.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +namespace BuildSystem +{ + [RequireComponent(typeof(Image),typeof(Button))] + public class GridUI : MonoBehaviour + { + [Header("scriptsObject数据 上右下左")] + public PlaceObject_SO[] placeObject_SO; + int dataIndex; + [Header("切换")] + public Button switchBtn; + [Header("四向图 上右下左放置")] + public Sprite[] sprites; + int index = 0; + [Header("组件")] + Image image; + Button btn; + private void Awake() + { + btn = GetComponent