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2021744738 1 year ago
commit 781c627a61

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem {
public static class LogicGridExtensions
{
public static void BindLeftAndThis(this Grid self, Grid left)
{
left.right = self;
self.left = left;
}
public static void BindDownAndThis(this Grid self, Grid down)
{
down.up = self;
self.down = down;
}
/// <summary>
/// 判断是否可以放置,
/// 首先判断是不是万能,
/// 如果是再判断是否有车道,
/// 如果是再判断车道是否相同
/// </summary>
/// <param name="self"></param>
/// <param name="placeObject"></param>
/// <returns></returns>
public static bool IsCanPlace(this Grid self, PlaceObject placeObject) {
bool isCanPlace = true;
if (self.up!=null && isCanPlace) {
isCanPlace = (self.up.isHaves[2] == IsHave.None) || ((self.up.isHaves[2] == placeObject.ishave[0]) && (self.up.type == placeObject.type || (self.up.isHaves[2] == IsHave.No && IsHave.No == placeObject.ishave[0])));
}
if (self.right != null && isCanPlace)
{
isCanPlace = (self.right.isHaves[3] == IsHave.None) || ((self.right.isHaves[3] == placeObject.ishave[1]) && (self.right.type == placeObject.type || (self.right.isHaves[3] == IsHave.No && IsHave.No == placeObject.ishave[1])));
}
if (self.down != null && isCanPlace)
{
isCanPlace = (self.down.isHaves[0] == IsHave.None) || ((self.down.isHaves[0] == placeObject.ishave[2]) && (self.down.type == placeObject.type || (self.down.isHaves[0] == IsHave.No && IsHave.No == placeObject.ishave[2])));
}
if (self.left != null && isCanPlace)
{
isCanPlace = (self.left.isHaves[1] == IsHave.None) || ((self.left.isHaves[1] == placeObject.ishave[3]) && (self.left.type == placeObject.type || (self.left.isHaves[1] == IsHave.No && IsHave.No == placeObject.ishave[3])));
}
return isCanPlace;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace BuildSystem
{
public class BuildSystemManager : MonoSingleton<BuildSystemManager>
{
[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<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);
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;
}
/// <summary>
/// 创建地形
/// </summary>
void CreateTerrain() {
//创建地图
gridMap = new Grid[mapSize.x][];
for (int i=0;i<mapSize.x;i++) {
gridMap[i] = new Grid[mapSize.y];
for (int j=0;j<mapSize.y;j++) {
Grid grid = new Grid(i,0,j);
gridMap[i][j] = grid;
if (i > 0) {
grid.BindLeftAndThis(gridMap[i - 1][j]);
}
if (j>0) {
grid.BindDownAndThis(gridMap[i][j - 1]);
}
CreateFlag();
}
}
}
/// <summary>
/// 创建一个当前选择的物体,用于指示器的更换
/// </summary>
/// <returns></returns>
PlaceObject CreatePlaceObject() {
Transform trans = Instantiate(placeObject_SO.prefab, transform);
PlaceObject obj = trans.gameObject.AddComponent<PlaceObject>();
obj.Init(placeObject_SO.nameString,
placeObject_SO.width, placeObject_SO.height, placeObject_SO.type,placeObject_SO.ishave);
obj.SetPosition(GetGridPos(mouseClick.MouseInGrid()));
return obj;
}
/// <summary>
/// 创建一个物体
/// </summary>
/// <param name="place"></param>
/// <param name="x"></param>
/// <param name="y"></param>
void CreatePlace(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);
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;
}
/// <summary>
/// 创建grid标识
/// </summary>
void CreateFlag() {
}
/// <summary>
/// 改变当前的选择
/// </summary>
public void ChangeChoose(PlaceObject_SO placeObject_SO) {
this.placeObject_SO = placeObject_SO;
if (placeObj)
{
Destroy(placeObj.gameObject);
}
placeObj = CreatePlaceObject();
}
/// <summary>
/// 是否可以创建
/// </summary>
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;
}
/// <summary>
/// 判断是否可以创建,用于提示
/// </summary>
/// <returns></returns>
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, mouseClick.MouseInGrid().x, mouseClick.MouseInGrid().z);
}
if (placeObj) {
Material[] materials = placeObj.GetComponent<MeshRenderer>().materials;
if (isCanCreateToTip())
{
placeObj.GetComponent<MeshRenderer>().materials = new Material[5] {
materials[0],
materials[1],
materials[2],
materials[3],
green
};
}
else {
placeObj.GetComponent<MeshRenderer>().materials = new Material[5] {
materials[0],
materials[1],
materials[2],
materials[3],
red
};
}
}
}
}
}

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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;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem
{
public class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
{
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;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BuildSystem {
public class MouseClick : MonoBehaviour
{
public Transform ground;
public Camera camera;
RaycastHit raycastHit;
/// <summary>
/// 返回鼠标在地图上的坐标
/// </summary>
/// <returns></returns>
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);
}
/// <summary>
/// 给定一个世界坐标判断坐标位于哪个grid
/// </summary>
/// <param name="pos"></param>
/// <returns></returns>
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);
}
}
}

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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;
}
/// <summary>
/// 设置焦点距离
/// </summary>
/// <param name="pos"></param>
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;
}
}
}

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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 = 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);
}
}
}

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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<Button>();
image = GetComponent<Image>();
image.sprite = sprites[index];
btn.onClick.AddListener(()=> {
BuildSystemManager.Instance.ChangeChoose(placeObject_SO[dataIndex]);
});
switchBtn.onClick.AddListener(()=> {
IndexChange(1);
image.sprite = sprites[index];
BuildSystemManager.Instance.ChangeChoose(placeObject_SO[dataIndex]);
});
}
void IndexChange(int value) {
index += value;
dataIndex += value;
if (index > sprites.Length - 1) {
index = 0;
} else if (index < 0) {
index = sprites.Length - 1;
}
if (dataIndex > placeObject_SO.Length - 1)
{
dataIndex = 0;
}
else if (dataIndex < 0)
{
dataIndex = placeObject_SO.Length - 1;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
namespace BuildSystem
{
public class Select : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public void OnPointerEnter(PointerEventData eventData)
{
BuildSystemManager.Instance.isCanPlace = false;
}
public void OnPointerExit(PointerEventData eventData)
{
BuildSystemManager.Instance.isCanPlace = true;
}
}
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