(client) chore:修改了角色的身体结构的定义方式,现在图片资源统一使用ImageDef加载,使用了更节省资源的初始化方式;fix:修复了定义加载数组时只能初始化数组而不能初始化列表的问题
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Data;
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@ -9,17 +10,37 @@ namespace Map
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{
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public class DoubleMap : MonoBehaviour
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{
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public List<List<int>> mapData = new List<List<int>>();
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public List<List<int>> mapData = new();
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public Tilemap textureLevel;
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public Vector2Int dataOffset = Vector2Int.zero; // 数据起始点偏移变量
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private void Start()
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{
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var size = 100;
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InitializeData(size, size);
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for (var i = 0; i < size; i++)
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{
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for (var j = 0; j < size; j++)
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{
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var dx = i - size / 2;
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var dy = j - size / 2;
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mapData[i][j] = (int)(Math.Sqrt(dx * dx + dy * dy) / 5) & 1;
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}
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}
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RefreshAllTiles();
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CameraControl.CameraControl.Instance.SetPosition(new Vector3(size * 0.5f, size * 0.5f, -10));
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}
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// 初始化地图数据大小
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public void InitializeData(int width, int height, int defaultValue = 0)
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{
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mapData.Clear();
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for (int x = 0; x < width; x++)
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for (var x = 0; x < width; x++)
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{
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List<int> column = new List<int>();
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for (int y = 0; y < height; y++)
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var column = new List<int>();
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for (var y = 0; y < height; y++)
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{
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column.Add(defaultValue);
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}
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@ -59,7 +80,7 @@ namespace Map
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public void RefreshTile(int dataX, int dataY)
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{
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// 计算该数据点影响的四个瓦片位置(该点作为四个角)
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Vector2Int[] affectedTiles = new Vector2Int[]
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var affectedTiles = new Vector2Int[]
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{
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new Vector2Int(dataX - 1, dataY - 1), // 作为右下角
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new Vector2Int(dataX - 1, dataY), // 作为右上角
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@ -79,15 +100,15 @@ namespace Map
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if (mapData.Count == 0 || mapData[0].Count == 0) return;
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// 计算瓦片地图的有效范围(考虑偏移)
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int startX = dataOffset.x;
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int startY = dataOffset.y;
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int endX = startX + mapData.Count - 1;
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int endY = startY + mapData[0].Count - 1;
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var startX = dataOffset.x;
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var startY = dataOffset.y;
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var endX = startX + mapData.Count - 1;
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var endY = startY + mapData[0].Count - 1;
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// 遍历所有瓦片位置
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for (int x = startX; x <= endX; x++)
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for (var x = startX; x <= endX; x++)
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{
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for (int y = startY; y <= endY; y++)
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for (var y = startY; y <= endY; y++)
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{
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UpdateTileAtTilemapPosition(x, y);
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}
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@ -98,30 +119,30 @@ namespace Map
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private void UpdateTileAtTilemapPosition(int tileX, int tileY)
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{
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// 计算对应的数据坐标(考虑偏移)
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int dataX = tileX - dataOffset.x;
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int dataY = tileY - dataOffset.y;
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var dataX = tileX - dataOffset.x;
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var dataY = tileY - dataOffset.y;
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// 获取四个角的数据坐标
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int topLeftX = dataX;
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int topLeftY = dataY;
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int topRightX = dataX + 1;
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int topRightY = dataY;
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int bottomLeftX = dataX;
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int bottomLeftY = dataY + 1;
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int bottomRightX = dataX + 1;
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int bottomRightY = dataY + 1;
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var topLeftX = dataX;
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var topLeftY = dataY + 1;
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var topRightX = dataX + 1;
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var topRightY = dataY + 1;
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var bottomLeftX = dataX;
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var bottomLeftY = dataY;
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var bottomRightX = dataX + 1;
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var bottomRightY = dataY;
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// 检查边界并获取值
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int topLeft = GetDataValue(topLeftX, topLeftY);
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int topRight = GetDataValue(topRightX, topRightY);
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int bottomLeft = GetDataValue(bottomLeftX, bottomLeftY);
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int bottomRight = GetDataValue(bottomRightX, bottomRightY);
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var topLeft = GetDataValue(topLeftX, topLeftY);
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var topRight = GetDataValue(topRightX, topRightY);
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var bottomLeft = GetDataValue(bottomLeftX, bottomLeftY);
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var bottomRight = GetDataValue(bottomRightX, bottomRightY);
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// 获取对应的瓦片
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TileBase tile = GetTileFromManager(topLeft, topRight, bottomLeft, bottomRight);
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var tile = GetTileFromManager(topLeft, topRight, bottomLeft, bottomRight);
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// 设置到瓦片地图
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Vector3Int position = new Vector3Int(tileX, tileY, 0);
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var position = new Vector3Int(tileX, tileY, 0);
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textureLevel.SetTile(position, tile);
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}
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@ -136,7 +157,7 @@ namespace Map
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// 从TileManager获取对应瓦片
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private TileBase GetTileFromManager(int topLeft, int topRight, int bottomLeft, int bottomRight)
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{
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TileManager manager = TileManager.Instance;
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var manager = TileManager.Instance;
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if (manager == null)
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{
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Debug.LogError("TileManager实例未找到");
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@ -145,13 +166,13 @@ namespace Map
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// 尝试获取组合键对应的瓦片
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var key = (topLeft, topRight, bottomLeft, bottomRight);
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if (manager.tileToTileBaseMapping.TryGetValue(key, out TileBase tile))
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if (manager.tileToTileBaseMapping.TryGetValue(key, out var tile))
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{
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return tile;
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}
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// 备用方案:尝试获取默认瓦片
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if (manager.tileBaseMapping.TryGetValue("Default", out TileBase defaultTile))
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if (manager.tileBaseMapping.TryGetValue("Default", out var defaultTile))
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{
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return defaultTile;
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}
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@ -10,21 +10,7 @@ namespace Map
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public Tilemap buildLevel;
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public Tilemap plantLevel;
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public void Start()
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{
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var perline= Utils.PerlinNoise.Instance;
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var size = 100;
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baseLevel.InitializeData(size, size);
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for (var i = 0; i < size; i++) {
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for (var j = 0; j < size; j++) {
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var dx = i - size/2;
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var dy = j - size/2;
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baseLevel.mapData[i][j] = (int)(Math.Sqrt(dx*dx + dy*dy) / 5) & 1;
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}
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}
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baseLevel.RefreshAllTiles();
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}
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public bool CanPassThrough(int x, int y)
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{
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return GetTilePassCost(x, y) < 1;
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