备份完成的瓦片部分
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@ -61,7 +61,7 @@ namespace Managers
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// 创建Sprite
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var sprite = Sprite.Create(texture, (Rect)spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
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var index = row * cols + col;
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var index = (rows - row - 1) * cols + col;
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sprites[name + $"_{index}"] = sprite;
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}
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}
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@ -16,27 +16,98 @@ namespace Map
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void Start()
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{
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TileManager.Instance.Init();
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var mapSize = 100;
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float noiseScale = 0.1f;
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for (int x = 0; x < mapSize; x++)
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{
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List<int> col = new();
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for (int y = 0; y < mapSize; y++)
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{
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// 计算柏林噪声值
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float noiseValue = Mathf.PerlinNoise(x * noiseScale, y * noiseScale);
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if (noiseValue < 0.5f) // 小于 0.5 表示 Dirt
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{
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col.Add(TileManager.Instance.tileID.GetValueOrDefault("Dirt"));
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}
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else // 大于等于 0.5 表示 Grass
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{
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col.Add(TileManager.Instance.tileID.GetValueOrDefault("Grass"));
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}
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}
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mapData.Add(col);
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UpdateTexture();
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}
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for (int x = 0; x < 16; x++)
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{
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textureLevel.SetTile(new(x,-1),TileManager.Instance.tileBaseMapping.GetValueOrDefault($"GrassDirt_{x}"));
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}
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}
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public void UpdateTexture()
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{
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for (int i = 0; i < mapData.Count; i++)
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{
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for (int j = 0; j < mapData[i].Count; j++)
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{
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UpdateTexture(i, j);
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}
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}
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}
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public int GetTile(int x, int y)
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{
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if (x < 0 || x >= mapData.Count)
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{
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return 0;
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}
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var col = mapData[x];
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if (y < 0 || y >= mapData.Count)
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{
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return 0;
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}
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return col[y];
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}
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public void SetTile(int x, int y, string tileName)
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{
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SetTile(x,y,TileManager.Instance.tileID.GetValueOrDefault(tileName));
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}
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public void SetTile(int x, int y, int id)
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{
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mapData[x][y] = id;
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UpdateTexture(x, y);
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UpdateTexture(x, y-1);
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UpdateTexture(x-1, y);
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UpdateTexture(x-1, y-1);
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}
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/// <summary>
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/// 更新对应坐标的贴图
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/// </summary>
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/// <param name="x"></param>
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/// <param name="y"></param>
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/// <returns></returns>
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public void UpdateTexture(int x, int y)
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{
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var lt = GetTile(x, y + 1);
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var rt = GetTile(x + 1, y + 1);
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var lb = GetTile(x, y);
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var rb = GetTile(x + 1, y);
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if (TileManager.Instance.tileToTileBaseMapping.ContainsKey((lt, rt, lb, rb)))
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{
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textureLevel.SetTile(new(x,y),TileManager.Instance.tileToTileBaseMapping[(lt, rt, lb, rb)]);
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}
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}
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}
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public class TileManager:Utils.Singleton<TileManager>
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{
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public Dictionary<string,TileBase> tileBaseMapping = new();
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public Dictionary<(int, int, int, int), TileBase> tileToTileBaseMapping = new();
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public Dictionary<string, int> tileID = new();
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public void Init()
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@ -46,7 +117,7 @@ namespace Map
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Managers.PackagesImageManager.Instance.Init();
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var imagePack = Managers.PackagesImageManager.Instance;
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var tileType = Managers.DefineManager.Instance.QueryDefinesByType<TileDef>();
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for (var i = 1; i < tileType.Length; i++)
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for (var i = 0; i < tileType.Length; i++)
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{
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tileID.Add(tileType[i].name, i);
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}
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@ -57,7 +128,7 @@ namespace Map
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foreach (var keyVal in mappingTableDef.tileDict)
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{
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var key = keyVal.Key;
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var val=keyVal.Value;
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var val = keyVal.Value;
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var parts = key.Split('_');
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if (parts.Length != 4)
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{
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@ -67,14 +138,15 @@ namespace Map
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}
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if (!(tileID.TryGetValue(parts[0], out var k1) &&
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tileID.TryGetValue(parts[1], out var k2) &&
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tileID.TryGetValue(parts[2], out var k3) &&
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tileID.TryGetValue(parts[3], out var k4)))
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tileID.TryGetValue(parts[1], out var k2) &&
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tileID.TryGetValue(parts[2], out var k3) &&
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tileID.TryGetValue(parts[3], out var k4)))
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{
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var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
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Debug.LogError($"来自{packName}定义的TileMappingTableDef键值{key}中存在未定义的瓦片名称");
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continue;
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}
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var sprite = imagePack.GetSprite(val);
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if (sprite == null)
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{
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@ -82,14 +154,17 @@ namespace Map
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Debug.LogError($"来自{packName}定义的TileMappingTableDef键值{val}中存在未定义的图片名称");
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continue;
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}
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if (tileToTileBaseMapping.ContainsKey((k1, k2, k3, k4)))
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{
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var packName = Managers.DefineManager.Instance.GetDefinePackageName(mappingTableDef);
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Debug.LogWarning($"来自{packName}定义的TileMappingTableDef键值{(k1, k2, k3, k4)}存在重复索引,将忽略重复项");
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continue;
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}
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var tile = LoadTile(sprite);
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tileToTileBaseMapping.Add((k1, k2, k3, k4), tile);
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tileToTileBaseMapping[(k1, k2, k3, k4)] = tile;
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tileBaseMapping[val] = tile;
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}
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}
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}
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@ -28,17 +28,17 @@
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<!-- 0 + (2 * 4) = 8 -->
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<Grass_Dirt_Dirt_Dirt value="GrassDirt_15"/>
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<!-- 3 + (3 * 4) = 15 -->
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<Dirt_Grass_Dirt_Grass value="GrassDirt_4"/>
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<Dirt_Grass_Dirt_Grass value="GrassDirt_1"/>
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<!-- 1 + (0 * 4) = 1 -->
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<Grass_Dirt_Grass_Dirt value="GrassDirt_11"/>
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<!-- 3 + (2 * 4) = 11 -->
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<Dirt_Dirt_Grass_Grass value="GrassDirt_12"/>
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<Dirt_Dirt_Grass_Grass value="GrassDirt_3"/>
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<!-- 3 + (0 * 4) = 3 -->
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<Grass_Grass_Dirt_Dirt value="GrassDirt_9"/>
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<!-- 1 + (2 * 4) = 9 -->
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<Dirt_Grass_Grass_Grass value="GrassDirt_5"/>
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<!-- 1 + (1 * 4) = 5 -->
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<Grass_Dirt_Grass_Grass value="GrassDirt_8"/>
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<Grass_Dirt_Grass_Grass value="GrassDirt_2"/>
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<!-- 2 + (0 * 4) = 2 -->
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<Grass_Grass_Dirt_Grass value="GrassDirt_10"/>
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<!-- 2 + (2 * 4) = 10 -->
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