ui未更新版

master
2021744738 1 year ago
parent b82573c9ac
commit a738d1d7c7

Binary file not shown.

@ -4671,8 +4671,8 @@ MonoBehaviour:
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m_HandleRect: {fileID: 793444224}
m_Direction: 0
m_Value: 0
m_Size: 0.6130799
m_Value: -0.0000037607008
m_Size: 0.61305207
m_NumberOfSteps: 0
m_OnValueChanged:
m_PersistentCalls:
@ -9718,7 +9718,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -951.50006, y: 141.49998}
m_AnchoredPosition: {x: -951.4955, y: 141.49998}
m_SizeDelta: {x: 3104, y: 0}
m_Pivot: {x: 0, y: 1}
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@ -20215,7 +20215,7 @@ GameObject:
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@ -370,6 +370,15 @@ namespace BuildSystem
private void Update()
{
//更新格子的相邻道路
for (int i = 0; i < mapSize.x; i++)
{
for (int j = 0; j < mapSize.y; j++)
{
gridMap[i][j].InitGround();
}
}
if (!oneStageEnd)
{
//物体跟随鼠标

@ -157,6 +157,7 @@ namespace BuildSystem
{
id = 2;
outRoadID = 2;
enterRoadID = 2;
}
}

@ -35,15 +35,18 @@ namespace BuildSystem {
if (self.right != null && isCanPlace)
{
isCanPlace = (self.right.isHaves[3] == DirIsHaveRoad.None) || ((self.right.isHaves[3] == placeObject.isHaveRoad[1]) && (self.right.type[3] == placeObject.roadNumberType[1] || (self.right.isHaves[3] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[1])));
}
if (self.down != null && isCanPlace)
{
isCanPlace = (self.down.isHaves[0] == DirIsHaveRoad.None) || ((self.down.isHaves[0] == placeObject.isHaveRoad[2]) && (self.down.type[0] == placeObject.roadNumberType[2] || (self.down.isHaves[0] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[2])));
Debug.Log(self.down.isHaves[0] == placeObject.isHaveRoad[2]);
}
if (self.left != null && isCanPlace)
{
isCanPlace = (self.left.isHaves[1] == DirIsHaveRoad.None) || ((self.left.isHaves[1] == placeObject.isHaveRoad[3]) && (self.left.type[1] == placeObject.roadNumberType[3] || (self.left.isHaves[1] == DirIsHaveRoad.No && DirIsHaveRoad.No == placeObject.isHaveRoad[3])));
}
return isCanPlace;
}
}

@ -5,44 +5,57 @@ namespace BuildSystem
{
public class RoadInfo : MonoBehaviour
{
public List<Transform> enterUp1;
public List<Transform> enterUp2;
public List<Transform> enterUp3;
[Header("enter Up")]
public Transform UpUp1;
public Transform UpUp2;
public Transform UpUp3;
public List<Transform> enterDown1;
public List<Transform> enterDown2;
public List<Transform> enterDown3;
public Transform UpLeft1;
public Transform UpLeft2;
public Transform UpLeft3;
public List<Transform> enterLeft1;
public List<Transform> enterLeft2;
public List<Transform> enterLeft3;
public Transform UpRight1;
public Transform UpRight2;
public Transform UpRight3;
public List<Transform> enterRight1;
public List<Transform> enterRight2;
public List<Transform> enterRight3;
[Header("enter Right")]
public Transform RightUp1;
public Transform RightUp2;
public Transform RightUp3;
[Header("出")]
public List<Transform> outUp1;
public List<Transform> outUp2;
public List<Transform> outUp3;
public Transform RightRight1;
public Transform RightRight2;
public Transform RightRight3;
public List<Transform> outDown1;
public List<Transform> outDown2;
public List<Transform> outDown3;
public Transform RightDown1;
public Transform RightDown2;
public Transform RightDown3;
public List<Transform> outLeft1;
public List<Transform> outLeft2;
public List<Transform> outLeft3;
[Header("enter Down")]
public Transform DownDown1;
public Transform DownDown2;
public Transform DownDown3;
public List<Transform> outRight1;
public List<Transform> outRight2;
public List<Transform> outRight3;
public Transform DownLeft1;
public Transform DownLeft2;
public Transform DownLeft3;
[Header("中转点")]
public Transform upPos;
public Transform downPos;
public Transform leftPos;
public Transform rightPos;
public Transform DownRight1;
public Transform DownRight2;
public Transform DownRight3;
[Header("enter Left")]
public Transform LeftDown1;
public Transform LeftDown2;
public Transform LeftDown3;
public Transform LeftLeft1;
public Transform LeftLeft2;
public Transform LeftLeft3;
public Transform LeftUp1;
public Transform LeftUp2;
public Transform LeftUp3;
[Header("camera")]
public Camera camera;
@ -62,225 +75,212 @@ namespace BuildSystem
/// <param name="nextGrid">下一个格子</param>
/// <param name="nextnextGrid">下下个格子</param>
/// <returns></returns>
public List<Transform> GetRoad(Grid nowGrid, Grid nextGrid, Grid nextnextGrid,ref int enterID,ref int outID)
public List<Transform> GetRoad(Grid nowGrid, Grid nextGrid, Grid nextnextGrid, ref int enterID, ref int outID)
{
Dir enterDir = GetDir(new Vector2Int(nowGrid.x, nowGrid.z), new Vector2Int(nextGrid.x, nextGrid.z));
Dir outDir = GetDir(new Vector2Int(nextGrid.x, nextGrid.z), new Vector2Int(nextnextGrid.x, nextnextGrid.z));
int[] rayRoad = new int[2] { enterID , outID };
List<Transform> road = new List<Transform>();
//根据进入方向给出移动点位
int[] rayRoad = new int[2] { enterID, outID };
Transform road = null;
if (enterDir == Dir.up) {
if (rayRoad[0] == 0) {
foreach (Transform i in enterUp1)
{
road.Add(i);
switch (outDir) {
case Dir.up:
if (enterID == 0) {
road = UpUp1;
} else if (enterID == 1) {
road = UpUp2;
} else if (enterID == 2) {
road = UpUp3;
}
} else if (rayRoad[0] == 1) {
foreach (Transform i in enterUp2)
break;
case Dir.left:
if (enterID == 0)
{
road.Add(i);
road = UpLeft1;
}
}
else if (rayRoad[0] == 2)
{
foreach (Transform i in enterUp3)
else if (enterID == 1)
{
road.Add(i);
}
}
if (upPos) {
road.Add(upPos);
road = UpLeft2;
}
}else if (enterDir == Dir.down)
{
if (rayRoad[0] == 0)
else if (enterID == 2)
{
foreach (Transform i in enterDown1)
{
road.Add(i);
}
road = UpLeft3;
}
else if (rayRoad[0] == 1)
break;
case Dir.right:
if (enterID == 0)
{
foreach (Transform i in enterDown2)
{
road.Add(i);
}
road = UpRight1;
}
else if (rayRoad[0] == 2)
else if (enterID == 1)
{
foreach (Transform i in enterDown3)
road = UpRight2;
}
else if (enterID == 2)
{
road.Add(i);
road = UpRight3;
}
break;
}
if (downPos)
{
road.Add(downPos);
}
}
else if (enterDir == Dir.left)
else if (enterDir == Dir.right)
{
if (rayRoad[0] == 0)
switch (outDir)
{
foreach (Transform i in enterLeft1)
case Dir.up:
if (enterID == 0)
{
road.Add(i);
road = RightUp1;
}
}
else if (rayRoad[0] == 1)
{
foreach (Transform i in enterLeft2)
else if (enterID == 1)
{
road.Add(i);
road = RightUp2;
}
}
else if (rayRoad[0] == 2)
{
foreach (Transform i in enterLeft3)
else if (enterID == 2)
{
road.Add(i);
road = RightUp3;
}
}
if (leftPos)
break;
case Dir.right:
if (enterID == 0)
{
road.Add(leftPos);
}
road = RightRight1;
}
else if (enterDir == Dir.right)
{
if (rayRoad[0] == 0)
else if (enterID == 1)
{
foreach (Transform i in enterRight1)
{
road.Add(i);
}
road = RightRight2;
}
else if (rayRoad[0] == 1)
{
foreach (Transform i in enterRight2)
else if (enterID == 2)
{
road.Add(i);
road = RightRight3;
}
}
else if (rayRoad[0] == 2)
{
foreach (Transform i in enterRight3)
break;
case Dir.down:
if (enterID == 0)
{
road.Add(i);
road = RightDown1;
}
else if (enterID == 1)
{
road = RightDown2;
}
if (rightPos)
else if (enterID == 2)
{
road.Add(rightPos);
road = RightDown3;
}
break;
}
}
//根据出去方向给出移动点位
if (outDir == Dir.up)
else if (enterDir == Dir.down)
{
if (rayRoad[1] == 0)
switch (outDir)
{
foreach (Transform i in outUp1)
case Dir.down:
if (enterID == 0)
{
road.Add(i);
road = DownDown1;
}
}
else if (rayRoad[1] == 1)
{
foreach (Transform i in outUp2)
else if (enterID == 1)
{
road.Add(i);
road = DownDown2;
}
}
else if (rayRoad[1] == 2)
{
foreach (Transform i in outUp3)
else if (enterID == 2)
{
road.Add(i);
road = DownDown3;
}
}
}
else if (outDir == Dir.down)
{
if (rayRoad[1] == 0)
{
foreach (Transform i in outDown1)
break;
case Dir.right:
if (enterID == 0)
{
road.Add(i);
road = DownRight1;
}
}
else if (rayRoad[1] == 1)
else if (enterID == 1)
{
foreach (Transform i in outDown2)
road = DownRight2;
}
else if (enterID == 2)
{
road.Add(i);
road = DownRight3;
}
break;
case Dir.left:
if (enterID == 0)
{
road = DownLeft1;
}
else if (rayRoad[1] == 2)
else if (enterID == 1)
{
foreach (Transform i in outDown3)
road = DownLeft2;
}
else if (enterID == 2)
{
road.Add(i);
road = DownLeft3;
}
break;
}
}
else if (outDir == Dir.left)
else if (enterDir == Dir.left)
{
if (rayRoad[1] == 0)
switch (outDir)
{
foreach (Transform i in outLeft1)
case Dir.down:
if (enterID == 0)
{
road.Add(i);
road = LeftDown1;
}
}
else if (rayRoad[1] == 1)
{
foreach (Transform i in outLeft2)
else if (enterID == 1)
{
road.Add(i);
}
road = LeftDown2;
}
else if (rayRoad[1] == 2)
else if (enterID == 2)
{
foreach (Transform i in outLeft3)
{
road.Add(i);
}
road = LeftDown3;
}
}
else if (outDir == Dir.right)
{
if (rayRoad[1] == 0)
break;
case Dir.left:
if (enterID == 0)
{
foreach (Transform i in outRight1)
{
road.Add(i);
}
road = LeftLeft1;
}
else if (rayRoad[1] == 1)
else if (enterID == 1)
{
foreach (Transform i in outRight2)
road = LeftLeft2;
}
else if (enterID == 2)
{
road.Add(i);
road = LeftLeft3;
}
break;
case Dir.up:
if (enterID == 0)
{
road = LeftUp1;
}
else if (rayRoad[1] == 2)
else if (enterID == 1)
{
foreach (Transform i in outRight3)
road = LeftUp2;
}
else if (enterID == 2)
{
road.Add(i);
road = LeftUp3;
}
break;
}
}
enterID = -1;
outID = -1;
return road;
List<Transform> roadlist = new List<Transform>();
for (int i=0; i < road.childCount;i++) {
roadlist.Add(road.GetChild(i));
}
return roadlist;
}
/// <summary>
/// 获取移动方向
@ -301,105 +301,5 @@ namespace BuildSystem
return Dir.none;
}
/// <summary>
/// 根据进出方向获取车道
/// </summary>
/// <param name="grid"></param>
/// <param name="enterDir"></param>
/// <param name="outDir"></param>
/// <returns>第一个参数为进入的车道,第二个为出的车道</returns>
public int[] GetRayRoad(Grid grid, Dir enterDir, Dir outDir) {
int[] rayRoad = new int[2];
//随机进入车道车道
if (enterDir == Dir.up)
{
if (grid.type[2] == RoadNumberType.Two)
{
rayRoad[0] = Random.Range(0, 2);
}
else if (grid.type[2] == RoadNumberType.Three)
{
rayRoad[0] = Random.Range(0, 3);
}
}else if (enterDir == Dir.down)
{
if (grid.type[0] == RoadNumberType.Two)
{
rayRoad[0] = Random.Range(0, 2);
}
else if (grid.type[0] == RoadNumberType.Three)
{
rayRoad[0] = Random.Range(0, 3);
}
}
else if (enterDir == Dir.left)
{
if (grid.type[1] == RoadNumberType.Two)
{
rayRoad[0] = Random.Range(0, 2);
}
else if (grid.type[1] == RoadNumberType.Three)
{
rayRoad[0] = Random.Range(0, 3);
}
}
else if (enterDir == Dir.right)
{
if (grid.type[3] == RoadNumberType.Two)
{
rayRoad[0] = Random.Range(0, 2);
}
else if (grid.type[3] == RoadNumberType.Three)
{
rayRoad[0] = Random.Range(0, 3);
}
}
//随机出去车道
if (outDir == Dir.up)
{
if (grid.type[0] == RoadNumberType.Two)
{
rayRoad[1] = Random.Range(0, 2);
}
else if (grid.type[0] == RoadNumberType.Three)
{
rayRoad[1] = Random.Range(0, 3);
}
}
else if (outDir == Dir.down)
{
if (grid.type[2] == RoadNumberType.Two)
{
rayRoad[1] = Random.Range(0, 2);
}
else if (grid.type[2] == RoadNumberType.Three)
{
rayRoad[1] = Random.Range(0, 3);
}
}
else if (outDir == Dir.left)
{
if (grid.type[3] == RoadNumberType.Two)
{
rayRoad[1] = Random.Range(0, 2);
}
else if (grid.type[3] == RoadNumberType.Three)
{
rayRoad[1] = Random.Range(0, 3);
}
}
else if (outDir == Dir.right)
{
if (grid.type[1] == RoadNumberType.Two)
{
rayRoad[1] = Random.Range(0, 2);
}
else if (grid.type[1] == RoadNumberType.Three)
{
rayRoad[1] = Random.Range(0, 3);
}
}
return rayRoad;
}
}
}

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@ -17,5 +17,5 @@ MonoBehaviour:
width: 1
height: 1
roadType: 1
roadNumberType: 02000000020000000000000002000000
isHaveRoad: 00000000000000000100000000000000
roadNumberType: 00000000020000000200000002000000
isHaveRoad: 01000000000000000000000000000000

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