(client) feat: Improve map generation logic (#36)
Co-authored-by: zzdxxz <2079238449@qq.com> Co-committed-by: zzdxxz <2079238449@qq.com>
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50
Client/Assets/Scripts/Data/MapDefine.cs
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50
Client/Assets/Scripts/Data/MapDefine.cs
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using System.Collections.Generic;
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using System.Xml;
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using System.Xml.Linq;
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using UnityEditor.Animations;
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using UnityEngine.Tilemaps;
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namespace Data
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{
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public class TileDef : Define
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{
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public string texturePath = "";
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public string name = "";
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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name = defName;
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return false;
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}
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}
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public class TileMappingTableDef : Define
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{
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public Dictionary<string, string> tileDict = new();
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public override bool Init(XElement xmlDef)
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{
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base.Init(xmlDef);
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// 清空字典以确保没有遗留数据
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tileDict.Clear();
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// 检查 xmlDef 是否为空
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if (xmlDef == null)
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return false;
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foreach (var element in xmlDef.Elements())
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{
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// 获取子元素的名称作为键
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var key = element.Name.LocalName;
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// 获取子元素的 value 属性作为值
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var value = element.Attribute("value")?.Value;
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// 检查 value 是否存在
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if (!string.IsNullOrEmpty(value))
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{
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tileDict[key] = value;
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}
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}
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return true;
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}
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}
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}
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