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(client) feat:实现技能树界面,实现地图生成器,实现维度指定,实现规则瓦片定义,实现逃跑逻辑,实现消息定义,实现武器动画,实现受击动画 fix: 修复单攻击子弹击中多个目标,修复人物属性计算错误 (#56)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/56
This commit is contained in:
174
Client/Assets/Scripts/Map/BasicTerrainMapGenerator.cs
Normal file
174
Client/Assets/Scripts/Map/BasicTerrainMapGenerator.cs
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@@ -0,0 +1,174 @@
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using Newtonsoft.Json;
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using System;
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using System.Threading.Tasks; // 引入 System.Threading.Tasks
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using Managers;
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using Utils;
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namespace Map
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{
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public class BasicTerrainGeneratorConfig
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{
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[JsonProperty("tileDefName", Required = Required.Always)]
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public string TileDefName { get; set; } = "DefaultTerrainTile"; // 瓦片的定义名称
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// 将 Threshold 改为 MinThreshold,并保持旧的JsonProperty名称以兼容旧JSON
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[JsonProperty("threshold")]
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public double MinThreshold { get; set; } = 0.0; // 柏林噪声的最小阈值。0到1之间。将其默认值改为0.0以适应-1到1的噪声范围,并提供更灵活的区间开始。
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[JsonProperty("maxThreshold")]
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public double MaxThreshold { get; set; } = 1.0; // 柏林噪声的最大阈值。0到1之间。默认为1.0以兼容旧配置。
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[JsonProperty("elseTileDefName")]
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public string ElseTileDefName { get; set; } = null; // 不满足Min/MaxThreshold范围时放置的瓦片定义名称,默认为null表示不放置。
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[JsonProperty("scale")] public double Scale { get; set; } = 0.1; // 柏林噪声的缩放因子,控制地形特征的大小
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[JsonProperty("offsetX")] public double OffsetX { get; set; } = 0.0; // 柏林噪声的X轴偏移
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[JsonProperty("offsetY")] public double OffsetY { get; set; } = 0.0; // 柏林噪声的Y轴偏移
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[JsonProperty("mapCellSizeX")] public int MapCellSizeX { get; set; } = 100; // 地图生成区域的宽度(单元格数量)
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[JsonProperty("mapCellSizeY")] public int MapCellSizeY { get; set; } = 100; // 地图生成区域的高度(单元格数量)
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}
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// BasicTerrainGeneratorConfig 应该在同一个文件或者它自己的文件中定义,
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// 这里为了清晰展示修改,假定它在 Map 命名空间下可用。
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public class BasicTerrainMapGenerator : MapGeneratorWorkClassBase
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{
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private BasicTerrainGeneratorConfig _config;
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/// <summary>
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/// 初始化地形生成器,解析JSON配置字符串。
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/// </summary>
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/// <param name="value">包含地形生成参数的JSON字符串。</param>
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public override void Init(string value)
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{
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try
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{
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_config = JsonConvert.DeserializeObject<BasicTerrainGeneratorConfig>(value);
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// 参数有效性检查
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if (_config == null)
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{
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Debug.LogError("BasicTerrainMapGenerator: Configuration deserialized to null. Check JSON format.");
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_config = new BasicTerrainGeneratorConfig(); // 提供默认配置以防崩溃
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}
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if (string.IsNullOrWhiteSpace(_config.TileDefName))
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{
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Debug.LogWarning(
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"BasicTerrainMapGenerator: TileDefName is empty. Using default 'DefaultTerrainTile'.");
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_config.TileDefName = "DefaultTerrainTile";
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}
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if (_config.Scale <= 0)
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{
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Debug.LogWarning(
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$"BasicTerrainMapGenerator: Scale must be positive. Setting to default 0.1. Current: {_config.Scale}");
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_config.Scale = 0.1;
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}
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if (_config.MapCellSizeX <= 0 || _config.MapCellSizeY <= 0)
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{
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Debug.LogWarning(
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$"BasicTerrainMapGenerator: MapCellSizeX or MapCellSizeY is zero or negative. Setting to default (100, 100). Current: ({_config.MapCellSizeX}, {_config.MapCellSizeY})");
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_config.MapCellSizeX = 100;
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_config.MapCellSizeY = 100;
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}
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// 新增:MinThreshold 和 MaxThreshold 的校验
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// 确保阈值在柏林噪声的合理范围内 (-1.0 到 1.0),假定 PerlinNoise.Instance.Noise 返回此范围
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_config.MinThreshold = Math.Max(-1.0, Math.Min(1.0, _config.MinThreshold));
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_config.MaxThreshold = Math.Max(-1.0, Math.Min(1.0, _config.MaxThreshold));
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if (_config.MinThreshold > _config.MaxThreshold)
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{
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Debug.LogWarning(
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$"BasicTerrainMapGenerator: MinThreshold ({_config.MinThreshold}) cannot be greater than MaxThreshold ({_config.MaxThreshold}). Swapping values.");
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(_config.MinThreshold, _config.MaxThreshold) = (_config.MaxThreshold, _config.MinThreshold); // 交换值
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}
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}
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catch (JsonSerializationException ex)
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{
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Debug.LogError($"BasicTerrainMapGenerator: JSON deserialization error: {ex.Message}. Input: {value}");
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_config = new BasicTerrainGeneratorConfig(); // 失败时使用默认配置
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}
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catch (Exception ex)
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{
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Debug.LogError(
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$"BasicTerrainMapGenerator: An unexpected error occurred during Init: {ex.Message}. Input: {value}");
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_config = new BasicTerrainGeneratorConfig(); // 失败时使用默认配置
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}
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}
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/// <summary>
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/// 根据柏林噪声生成地形。此方法现在是异步的,以避免阻塞主线程。
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/// </summary>
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/// <param name="map">MapGenerator实例,包含要操作的Tilemap。</param>
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public override async Task Process(MapGenerator map) // 标记为 async Task
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{
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if (_config == null)
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{
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Debug.LogError(
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"BasicTerrainMapGenerator: Process called before Init or Init failed. Using default configuration.");
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_config = new BasicTerrainGeneratorConfig(); // 确保有默认配置
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}
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var terrainTile = TileManager.Instance.GetTile(_config.TileDefName);
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if (terrainTile == null)
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{
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Debug.LogError(
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$"BasicTerrainMapGenerator: Failed to get tile for defName: '{_config.TileDefName}'. Aborting generation.");
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return;
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}
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// 获取不满足条件时放置的瓦片
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TileBase elseTile = null;
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if (!string.IsNullOrWhiteSpace(_config.ElseTileDefName))
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{
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elseTile = TileManager.Instance.GetTile(_config.ElseTileDefName);
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if (elseTile == null)
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{
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Debug.LogWarning(
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$"BasicTerrainMapGenerator: Failed to get else-tile for defName: '{_config.ElseTileDefName}'. Will not place else-tiles.");
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}
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}
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for (var x = 0; x < _config.MapCellSizeX; x++)
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{
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for (var y = 0; y < _config.MapCellSizeY; y++)
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{
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// 计算柏林噪声的输入坐标,结合缩放和偏移
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var sampleX = x / (double)_config.MapCellSizeX * _config.Scale + _config.OffsetX;
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var sampleY = y / (double)_config.MapCellSizeY * _config.Scale + _config.OffsetY;
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// 获取柏林噪声值 (假定 PerlinNoise.Instance.Noise 返回 -1 到 1)
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var noiseValue = PerlinNoise.Instance.Noise(sampleX, sampleY);
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// 根据噪声值和阈值范围设置瓦片
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if (noiseValue >= _config.MinThreshold && noiseValue <= _config.MaxThreshold)
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{
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map.baseTilemap.SetTile(new Vector3Int(x, y, 0), terrainTile);
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}
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else if (elseTile != null) // 如果定义了elseTile且成功获取
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{
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map.baseTilemap.SetTile(new Vector3Int(x, y, 0), elseTile);
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}
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else
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{
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// 如果不满足条件,且没有elseTile定义,则不放置任何瓦片 (兼容旧逻辑,即留空)
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map.baseTilemap.SetTile(new Vector3Int(x, y, 0), null);
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}
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}
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// 在处理完每一列(或每行)后,暂停,允许Unity渲染帧并处理其他事件。
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// 这可以防止长时间的计算阻塞主线程,提高应用程序的响应性。
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await Task.Yield();
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 572a7d9814174139aaf3d774711089f3
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timeCreated: 1758019342
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591
Client/Assets/Scripts/Map/BuildingPatternMapGenerator.cs
Normal file
591
Client/Assets/Scripts/Map/BuildingPatternMapGenerator.cs
Normal file
@@ -0,0 +1,591 @@
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using UnityEngine;
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using Newtonsoft.Json;
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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 System.Threading.Tasks; // 引入 System.Threading.Tasks
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using Managers;
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namespace Map
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{
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/// <summary>
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/// 定义图案中单个瓦片的数据。
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/// </summary>
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public class PatternTileData
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{
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/// <summary>
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/// 相对于图案锚点的X坐标偏移。
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/// </summary>
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[JsonProperty("relativeX", Required = Required.Always)]
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public int RelativeX { get; set; }
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/// <summary>
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/// 相对于图案锚点的Y坐标偏移。
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/// </summary>
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[JsonProperty("relativeY", Required = Required.Always)]
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public int RelativeY { get; set; }
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/// <summary>
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/// 该位置放置的瓦片定义名称。
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/// </summary>
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[JsonProperty("tileDefName", Required = Required.Always)]
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public string TileDefName { get; set; } = "DefaultBuildingTile";
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}
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/// <summary>
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/// 定义一个可重复使用的瓦片图案。
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/// </summary>
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public class PatternDefinition
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{
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/// <summary>
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/// 图案的唯一ID。
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/// </summary>
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[JsonProperty("patternId", Required = Required.Always)]
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public string PatternId { get; set; } = "DefaultPattern";
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/// <summary>
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/// 构成图案的瓦片列表。
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/// </summary>
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[JsonProperty("tiles", Required = Required.Always)]
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public List<PatternTileData> Tiles { get; set; } = new List<PatternTileData>();
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/// <summary>
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/// 图案的宽度(从最小到最大X相对坐标的范围)。
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/// </summary>
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[JsonIgnore] public int Width { get; private set; }
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/// <summary>
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/// 图案的高度(从最小到最大Y相对坐标的范围)。
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/// </summary>
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[JsonIgnore] public int Height { get; private set; }
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/// <summary>
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/// 相对于图案锚点的最小X坐标。
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/// </summary>
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[JsonIgnore] public int MinRelativeX { get; private set; }
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/// <summary>
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/// 相对于图案锚点的最大X坐标。
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/// </summary>
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[JsonIgnore] public int MaxRelativeX { get; private set; }
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/// <summary>
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/// 相对于图案锚点的最小Y坐标。
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/// </summary>
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[JsonIgnore] public int MinRelativeY { get; private set; }
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/// <summary>
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/// 相对于图案锚点的最大Y坐标。
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/// </summary>
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[JsonIgnore] public int MaxRelativeY { get; private set; }
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/// <summary>
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/// 计算图案的边界和尺寸。应在Init解析后调用一次。
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/// </summary>
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public void CalculateBounds()
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{
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if (Tiles == null || Tiles.Count == 0)
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{
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MinRelativeX = 0;
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MaxRelativeX = 0;
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Width = 1;
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MinRelativeY = 0;
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MaxRelativeY = 0;
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Height = 1;
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return;
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}
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MinRelativeX = int.MaxValue;
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MaxRelativeX = int.MinValue;
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MinRelativeY = int.MaxValue;
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MaxRelativeY = int.MinValue;
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foreach (var tileData in Tiles)
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{
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MinRelativeX = Mathf.Min(MinRelativeX, tileData.RelativeX);
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MaxRelativeX = Mathf.Max(MaxRelativeX, tileData.RelativeX);
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MinRelativeY = Mathf.Min(MinRelativeY, tileData.RelativeY);
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MaxRelativeY = Mathf.Max(MaxRelativeY, tileData.RelativeY);
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}
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Width = MaxRelativeX - MinRelativeX + 1;
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Height = MaxRelativeY - MinRelativeY + 1;
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}
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/// <summary>
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/// 缓存已加载的TileBase对象,避免重复从TileManager获取。
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/// </summary>
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[JsonIgnore] private Dictionary<string, UnityEngine.Tilemaps.TileBase> _tileCache;
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|
||||
/// <summary>
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/// 获取或缓存指定定义名称的TileBase。
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/// </summary>
|
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/// <param name="defName">瓦片定义名称。</param>
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/// <returns>对应的TileBase对象,如果未找到则为null。</returns>
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public UnityEngine.Tilemaps.TileBase GetCachedTile(string defName)
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||||
{
|
||||
_tileCache ??= new Dictionary<string, UnityEngine.Tilemaps.TileBase>();
|
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if (!_tileCache.TryGetValue(defName, out var tile))
|
||||
{
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||||
tile = TileManager.Instance.GetTile(defName);
|
||||
if (tile != null)
|
||||
{
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||||
_tileCache[defName] = tile;
|
||||
}
|
||||
}
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||||
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||||
return tile;
|
||||
}
|
||||
}
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|
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/// <summary>
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||||
/// 抽象基类,用于定义图案的放置指令。
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/// </summary>
|
||||
[JsonConverter(typeof(PlacementInstructionConverter))]
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||||
public abstract class PlacementInstruction
|
||||
{
|
||||
/// <summary>
|
||||
/// 要放置的图案ID。
|
||||
/// </summary>
|
||||
[JsonProperty("patternId", Required = Required.Always)]
|
||||
public string PatternId { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
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/// (可选) 必须放置在其上的基础瓦片名称。
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||||
/// </summary>
|
||||
[JsonProperty("requiredBaseTileDefName")]
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public string RequiredBaseTileDefName { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 放置指令的类型字段,用于JsonConverter识别。
|
||||
/// </summary>
|
||||
[JsonProperty("type", Required = Required.Always)]
|
||||
public string Type { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数。
|
||||
/// </summary>
|
||||
/// <param name="type">指令类型字符串。</param>
|
||||
protected PlacementInstruction(string type)
|
||||
{
|
||||
Type = type;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用于反序列化PlacementInstruction及其派生类的JSON转换器。
|
||||
/// </summary>
|
||||
public class PlacementInstructionConverter : JsonConverter
|
||||
{
|
||||
public override bool CanConvert(Type objectType)
|
||||
{
|
||||
return objectType == typeof(PlacementInstruction);
|
||||
}
|
||||
|
||||
public override object ReadJson(JsonReader reader, Type objectType, object existingValue,
|
||||
JsonSerializer serializer)
|
||||
{
|
||||
var jsonObject = Newtonsoft.Json.Linq.JObject.Load(reader);
|
||||
var type = jsonObject["type"]?.ToString();
|
||||
if (type == null)
|
||||
{
|
||||
throw new JsonSerializationException("放置指令JSON中必须包含'type'字段。");
|
||||
}
|
||||
|
||||
PlacementInstruction instruction;
|
||||
switch (type.ToLowerInvariant())
|
||||
{
|
||||
case "fixed":
|
||||
instruction = new FixedPlacementInstruction();
|
||||
break;
|
||||
case "random":
|
||||
instruction = new RandomPlacementInstruction();
|
||||
break;
|
||||
default:
|
||||
throw new JsonSerializationException($"未知的放置指令类型: {type}");
|
||||
}
|
||||
|
||||
serializer.Populate(jsonObject.CreateReader(), instruction);
|
||||
return instruction;
|
||||
}
|
||||
|
||||
public override void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
|
||||
{
|
||||
serializer.Serialize(writer, value, value?.GetType() ?? typeof(object));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 指定固定位置放置图案的指令。
|
||||
/// </summary>
|
||||
public class FixedPlacementInstruction : PlacementInstruction
|
||||
{
|
||||
/// <summary>
|
||||
/// 放置的绝对X坐标。
|
||||
/// </summary>
|
||||
[JsonProperty("x", Required = Required.Always)]
|
||||
public int X { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 放置的绝对Y坐标。
|
||||
/// </summary>
|
||||
[JsonProperty("y", Required = Required.Always)]
|
||||
public int Y { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数。
|
||||
/// </summary>
|
||||
public FixedPlacementInstruction() : base("fixed")
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 指定随机位置放置图案的指令。
|
||||
/// </summary>
|
||||
public class RandomPlacementInstruction : PlacementInstruction
|
||||
{
|
||||
/// <summary>
|
||||
/// 尝试放置的次数。
|
||||
/// </summary>
|
||||
[JsonProperty("count", Required = Required.Always)]
|
||||
public int Count { get; set; } = 1;
|
||||
|
||||
/// <summary>
|
||||
/// 随机放置区域的最小X坐标。
|
||||
/// </summary>
|
||||
[JsonProperty("minX")] public int MinX { get; set; }
|
||||
/// <summary>
|
||||
/// 随机放置区域的最大X坐标。
|
||||
/// </summary>
|
||||
[JsonProperty("maxX")] public int MaxX { get; set; } = 99;
|
||||
/// <summary>
|
||||
/// 随机放置区域的最小Y坐标。
|
||||
/// </summary>
|
||||
[JsonProperty("minY")] public int MinY { get; set; }
|
||||
/// <summary>
|
||||
/// 随机放置区域的最大Y坐标。
|
||||
/// </summary>
|
||||
[JsonProperty("maxY")] public int MaxY { get; set; } = 99;
|
||||
|
||||
/// <summary>
|
||||
/// 为每个图案尝试放置的最大次数,防止无限循环。
|
||||
/// </summary>
|
||||
[JsonProperty("maxAttemptsPerPattern")]
|
||||
public int MaxAttemptsPerPattern { get; set; } = 20;
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数。
|
||||
/// </summary>
|
||||
public RandomPlacementInstruction() : base("random")
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 建筑/图案生成器的配置类。
|
||||
/// </summary>
|
||||
public class BuildingPatternGeneratorConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// 所有预定义的图案列表。
|
||||
/// </summary>
|
||||
[JsonProperty("patterns", Required = Required.Always)]
|
||||
public List<PatternDefinition> Patterns { get; set; } = new List<PatternDefinition>();
|
||||
|
||||
/// <summary>
|
||||
/// 放置图案的指令列表。
|
||||
/// </summary>
|
||||
[JsonProperty("placementInstructions", Required = Required.Always)]
|
||||
public List<PlacementInstruction> PlacementInstructions { get; set; } =
|
||||
new List<PlacementInstruction>();
|
||||
|
||||
/// <summary>
|
||||
/// 是否防止图案互相重叠。
|
||||
/// </summary>
|
||||
[JsonProperty("preventOverlap")] public bool PreventOverlap { get; set; } = true;
|
||||
/// <summary>
|
||||
/// 地图生成区域的宽度(单元格数量)。
|
||||
/// </summary>
|
||||
[JsonProperty("mapCellSizeX")] public int MapCellSizeX { get; set; } = 100;
|
||||
/// <summary>
|
||||
/// 地图生成区域的高度(单元格数量)。
|
||||
/// </summary>
|
||||
[JsonProperty("mapCellSizeY")] public int MapCellSizeY { get; set; } = 100;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 负责根据JSON配置生成建筑和复杂图案的地图生成器。
|
||||
/// </summary>
|
||||
public class BuildingPatternMapGenerator : MapGeneratorWorkClassBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 建筑/图案生成器的配置。
|
||||
/// </summary>
|
||||
private BuildingPatternGeneratorConfig _config;
|
||||
/// <summary>
|
||||
/// 存储图案ID到PatternDefinition的查找表,用于快速访问。
|
||||
/// </summary>
|
||||
private Dictionary<string, PatternDefinition> _patternLookup;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化建筑/图案生成器,解析JSON配置字符串。
|
||||
/// </summary>
|
||||
/// <param name="value">包含生成参数的JSON字符串。</param>
|
||||
public override void Init(string value)
|
||||
{
|
||||
try
|
||||
{
|
||||
_config = JsonConvert.DeserializeObject<BuildingPatternGeneratorConfig>(value);
|
||||
|
||||
if (_config == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
"建筑图案地图生成器:配置反序列化为空。请检查JSON格式。中止初始化。");
|
||||
_config = new BuildingPatternGeneratorConfig();
|
||||
return;
|
||||
}
|
||||
|
||||
_patternLookup = new Dictionary<string, PatternDefinition>();
|
||||
foreach (var pattern in _config.Patterns)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(pattern.PatternId))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
"建筑图案地图生成器:图案定义中存在空的图案ID。已跳过。");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (_patternLookup.ContainsKey(pattern.PatternId))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"建筑图案地图生成器:发现重复的图案ID '{pattern.PatternId}'。将覆盖现有定义。");
|
||||
}
|
||||
|
||||
pattern.CalculateBounds();
|
||||
_patternLookup[pattern.PatternId] = pattern;
|
||||
}
|
||||
|
||||
if (_config.MapCellSizeX <= 0) _config.MapCellSizeX = 100;
|
||||
if (_config.MapCellSizeY <= 0) _config.MapCellSizeY = 100;
|
||||
}
|
||||
catch (JsonSerializationException ex)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"建筑图案地图生成器:JSON反序列化错误:{ex.Message}。输入JSON: '{value}'");
|
||||
_config = null;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"建筑图案地图生成器:初始化过程中发生未预期错误:{ex.Message}。输入JSON: '{value}'");
|
||||
_config = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据配置参数在 `MapGenerator` 的 `buildingTilemap` 上生成建筑和图案。
|
||||
/// 此方法现在是异步的,以避免阻塞主线程。
|
||||
/// </summary>
|
||||
/// <param name="map">MapGenerator实例,包含要操作的Tilemap。</param>
|
||||
public override async Task Process(MapGenerator map) // 标记为 async Task
|
||||
{
|
||||
if (_config == null || _patternLookup == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
"建筑图案地图生成器:在初始化之前或初始化失败后调用Process。中止生成。");
|
||||
return; // 返回一个已完成的Task
|
||||
}
|
||||
|
||||
if (map == null || map.buildingTilemap == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
"建筑图案地图生成器:MapGenerator或建筑瓦片地图为空。无法生成建筑。中止。");
|
||||
return; // 返回一个已完成的Task
|
||||
}
|
||||
|
||||
if (map.baseTilemap == null &&
|
||||
_config.PlacementInstructions.Any(p => !string.IsNullOrEmpty(p.RequiredBaseTileDefName)))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
"建筑图案地图生成器:某些放置指令需要基础瓦片,但基础瓦片地图为空。基础瓦片要求将被忽略或导致错误。");
|
||||
}
|
||||
|
||||
// 迭代每个放置指令
|
||||
foreach (var instruction in _config.PlacementInstructions)
|
||||
{
|
||||
if (!_patternLookup.TryGetValue(instruction.PatternId, out var patternDef))
|
||||
{
|
||||
Debug.LogError(
|
||||
$"建筑图案地图生成器:在已定义的图案中找不到图案ID '{instruction.PatternId}'。跳过该指令。");
|
||||
continue;
|
||||
}
|
||||
|
||||
if (instruction is FixedPlacementInstruction fixedInstruction)
|
||||
{
|
||||
// 固定放置通常很快,不需要 await Task.Yield()
|
||||
PlacePattern(map, patternDef, fixedInstruction.X, fixedInstruction.Y,
|
||||
instruction.RequiredBaseTileDefName, _config.PreventOverlap);
|
||||
}
|
||||
else if (instruction is RandomPlacementInstruction randomInstruction)
|
||||
{
|
||||
// 随机放置可能会尝试多次,因此内部添加 await Task.Yield()
|
||||
// 标记了 private async Task,并await它。
|
||||
await AttemptRandomPlacement(map, patternDef, randomInstruction, instruction.RequiredBaseTileDefName,
|
||||
_config.PreventOverlap);
|
||||
}
|
||||
// 每处理一个指令后,暂停一下,以防有大量指令
|
||||
await Task.Yield();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试在地图上随机位置放置一个图案。此方法现在是异步的,以避免阻塞主线程。
|
||||
/// </summary>
|
||||
/// <param name="map">MapGenerator实例。</param>
|
||||
/// <param name="patternDef">要放置的图案定义。</param>
|
||||
/// <param name="instruction">随机放置指令。</param>
|
||||
/// <param name="requiredBaseTileDefName">所需的基础瓦片定义名称。</param>
|
||||
/// <param name="preventOverlap">是否防止重叠。</param>
|
||||
private async Task AttemptRandomPlacement(MapGenerator map, PatternDefinition patternDef, // 标记为 async Task
|
||||
RandomPlacementInstruction instruction, string requiredBaseTileDefName, bool preventOverlap)
|
||||
{
|
||||
for (var attempt = 0; attempt < instruction.MaxAttemptsPerPattern; attempt++)
|
||||
{
|
||||
// 确保随机放置的范围在地图尺寸内且能容纳图案
|
||||
// 注意:`randomX`, `randomY`在此逻辑中被计算为图案的“左上角”世界坐标,而不是锚点(0,0)的世界坐标。
|
||||
var rangeMinX = Mathf.Max(instruction.MinX, 0);
|
||||
var rangeMaxX =
|
||||
Mathf.Min(instruction.MaxX,
|
||||
_config!.MapCellSizeX - patternDef.Width); // 确保图案水平方向能放下
|
||||
var rangeMinY = Mathf.Max(instruction.MinY, 0);
|
||||
var rangeMaxY =
|
||||
Mathf.Min(instruction.MaxY,
|
||||
_config!.MapCellSizeY - patternDef.Height); // 确保图案垂直方向能放下
|
||||
|
||||
if (rangeMinX > rangeMaxX || rangeMinY > rangeMaxY)
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"建筑图案地图生成器:图案 '{patternDef.PatternId}' 的随机放置范围 ({instruction.MinX}-{instruction.MaxX}, {instruction.MinY}-{instruction.MaxY}) 无效或小于图案尺寸 ({patternDef.Width}x{patternDef.Height})。跳过随机放置尝试。");
|
||||
return; // 返回一个已完成的Task
|
||||
}
|
||||
|
||||
var randomX =
|
||||
UnityEngine.Random.Range(rangeMinX,
|
||||
rangeMaxX + 1); // +1 因为Range(int, int)对于max是排他性的
|
||||
var randomY = UnityEngine.Random.Range(rangeMinY, rangeMaxY + 1);
|
||||
|
||||
// 根据现有逻辑,`CanPlacePatternAt`和`PlacePattern`的`worldAnchorX, worldAnchorY`参数需要是图案(0,0)相对点的世界坐标。
|
||||
// 而这里计算的`randomX, randomY`是图案边界的左上角。
|
||||
// 故将`randomX + patternDef.MinRelativeX`和`randomY + patternDef.MinRelativeY`作为传递给方法的锚点。
|
||||
if (CanPlacePatternAt(map, patternDef, randomX + patternDef.MinRelativeX,
|
||||
randomY + patternDef.MinRelativeY, requiredBaseTileDefName, preventOverlap))
|
||||
{
|
||||
PlacePattern(map, patternDef, randomX + patternDef.MinRelativeX, randomY + patternDef.MinRelativeY, requiredBaseTileDefName, preventOverlap);
|
||||
return; // 放置成功,退出尝试循环,返回一个已完成的Task
|
||||
}
|
||||
|
||||
// 在每次尝试后,暂停一下,避免一个随机放置尝试次数过多导致阻塞
|
||||
await Task.Yield();
|
||||
}
|
||||
|
||||
Debug.LogWarning(
|
||||
$"建筑图案地图生成器:在尝试 {instruction.MaxAttemptsPerPattern} 次后,未能随机放置图案 '{patternDef.PatternId}'。");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 检查一个图案是否可以在给定位置放置,同时满足基础瓦片和重叠要求。
|
||||
/// 这个方法执行的是快速检查,不需要异步。
|
||||
/// </summary>
|
||||
/// <param name="map">MapGenerator实例。</param>
|
||||
/// <param name="patternDef">要放置的图案定义。</param>
|
||||
/// <param name="worldAnchorX">图案锚点(相对坐标0,0)的世界X坐标。</param>
|
||||
/// <param name="worldAnchorY">图案锚点(相对坐标0,0)的世界Y坐标。</param>
|
||||
/// <param name="requiredBaseTileDefName">所需的基础瓦片定义名称。</param>
|
||||
/// <param name="preventOverlap">是否防止重叠。</param>
|
||||
/// <returns>如果可以放置则为true,否则为false。</returns>
|
||||
private bool CanPlacePatternAt(MapGenerator map, PatternDefinition patternDef, int worldAnchorX,
|
||||
int worldAnchorY, string requiredBaseTileDefName, bool preventOverlap)
|
||||
{
|
||||
foreach (var tileData in patternDef.Tiles)
|
||||
{
|
||||
var currentWorldX = worldAnchorX + tileData.RelativeX;
|
||||
var currentWorldY = worldAnchorY + tileData.RelativeY;
|
||||
var tilePosition = new Vector3Int(currentWorldX, currentWorldY, 0);
|
||||
|
||||
if (currentWorldX < 0 || currentWorldX >= _config!.MapCellSizeX ||
|
||||
currentWorldY < 0 || currentWorldY >= _config.MapCellSizeY)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (preventOverlap)
|
||||
{
|
||||
var existingBuildingTile = map.buildingTilemap.GetTile(tilePosition);
|
||||
if (existingBuildingTile != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(requiredBaseTileDefName))
|
||||
{
|
||||
if (map.baseTilemap == null)
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"建筑图案地图生成器:已配置基础瓦片名称 ('{requiredBaseTileDefName}') 但基础瓦片地图为空。将忽略基础瓦片要求。");
|
||||
continue; // 忽略此瓦片的基础检查,继续其他检查
|
||||
}
|
||||
|
||||
var baseTile = map.baseTilemap.GetTile(tilePosition);
|
||||
// 注意:GetTile().name 可能不是最优方式,推荐使用 ScriptableObject 的引用比较或唯一ID
|
||||
// 但如果 requiredBaseTileDefName 确实是 GetTile().name,则保持此逻辑。
|
||||
if (baseTile == null || baseTile.name != TileManager.Instance.GetTile(requiredBaseTileDefName)?.name) // 比较名称
|
||||
{
|
||||
// 考虑缓存 requiredBaseTile 的引用以防止每次循环都查找
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实际在地图上放置一个图案。该方法假设CanPlacePatternAt已确认可以放置。
|
||||
/// 这个方法执行的是快速设置瓦片的操作,不需要异步。
|
||||
/// </summary>
|
||||
/// <param name="map">MapGenerator实例。</param>
|
||||
/// <param name="patternDef">要放置的图案定义。</param>
|
||||
/// <param name="worldAnchorX">图案锚点(相对坐标0,0)的世界X坐标。</param>
|
||||
/// <param name="worldAnchorY">图案锚点(相对坐标0,0)的世界Y坐标。</param>
|
||||
/// <param name="requiredBaseTileDefName">所需的基础瓦片定义名称。</param>
|
||||
/// <param name="preventOverlap">是否防止重叠。</param>
|
||||
private void PlacePattern(MapGenerator map, PatternDefinition patternDef, int worldAnchorX, int worldAnchorY,
|
||||
string requiredBaseTileDefName, bool preventOverlap)
|
||||
{
|
||||
// 再次检查放置可行性,确保在多线程或异步上下文中没有竞态条件导致的状态变更
|
||||
// 但如果 PlacePattern 立即在 CanPlacePatternAt 之后调用,且都在主线程,这个检查主要用于防御性编程。
|
||||
if (!CanPlacePatternAt(map, patternDef, worldAnchorX, worldAnchorY, requiredBaseTileDefName,
|
||||
preventOverlap))
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"建筑图案地图生成器:尝试在 ({worldAnchorX},{worldAnchorY}) 放置图案 '{patternDef.PatternId}' 失败,原因是非法放置。此情况本不应发生,请检查放置逻辑或异步执行中的竞态条件。");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var tileData in patternDef.Tiles)
|
||||
{
|
||||
var currentWorldX = worldAnchorX + tileData.RelativeX;
|
||||
var currentWorldY = worldAnchorY + tileData.RelativeY;
|
||||
var tilePosition = new Vector3Int(currentWorldX, currentWorldY, 0);
|
||||
|
||||
var tileToPlace = patternDef.GetCachedTile(tileData.TileDefName);
|
||||
if (tileToPlace != null)
|
||||
{
|
||||
map.buildingTilemap.SetTile(tilePosition, tileToPlace);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError(
|
||||
$"建筑图案地图生成器:未能获取定义名称为 '{tileData.TileDefName}' 的瓦片,用于图案 '{patternDef.PatternId}' 在 ({currentWorldX},{currentWorldY}) 处的放置。");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a30dc148916d40fe828d028c131f7ee2
|
||||
timeCreated: 1758021375
|
||||
@@ -1,3 +1,6 @@
|
||||
using System.Threading.Tasks;
|
||||
using Data;
|
||||
using Managers;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Map
|
||||
@@ -19,6 +22,9 @@ namespace Map
|
||||
public Vector3 cameraPosition;
|
||||
|
||||
public Entity.Entity focusEntity;
|
||||
|
||||
public string mapGeneratorId;
|
||||
public DimensionDef dimensionDefinition;
|
||||
/// <summary>
|
||||
/// 获取此维度的唯一标识符。
|
||||
/// </summary>
|
||||
@@ -53,7 +59,7 @@ namespace Map
|
||||
Program.Instance.RegisterDimension(this);
|
||||
|
||||
mapGenerator.Init();
|
||||
var size = mapGenerator.baseMap.GetSize();
|
||||
var size = mapGenerator.GetSize();
|
||||
cameraPosition = new Vector3(size.x / 2f, size.y / 2f, -10)+transform.position;
|
||||
|
||||
// 5. 处理 defaultOpen 逻辑,设置Program的焦点维度
|
||||
@@ -63,6 +69,15 @@ namespace Map
|
||||
Program.Instance.SetFocusedDimension(_dimensionId);
|
||||
}
|
||||
|
||||
mapGeneratorId = Configs.ConfigManager.Instance.GetValue<string>(mapGeneratorId);
|
||||
if (!string.IsNullOrEmpty(mapGeneratorId))
|
||||
{
|
||||
dimensionDefinition=DefineManager.Instance.FindDefine<DimensionDef>(mapGeneratorId);
|
||||
if (dimensionDefinition != null)
|
||||
{
|
||||
_=ApplyDimensionDef(dimensionDefinition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -74,6 +89,17 @@ namespace Map
|
||||
Program.Instance.UnregisterDimension(this);
|
||||
}
|
||||
}
|
||||
|
||||
private async Task ApplyDimensionDef(DimensionDef def)
|
||||
{
|
||||
if (def.mapGenerators != null)
|
||||
{
|
||||
foreach (var defMapGenerator in def.mapGenerators)
|
||||
{
|
||||
await TileManager.Instance.ApplyMapGenerator(defMapGenerator.defName, mapGenerator);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,177 +0,0 @@
|
||||
using Managers;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
|
||||
namespace Map
|
||||
{
|
||||
public class DoubleMap : MonoBehaviour
|
||||
{
|
||||
public List<List<int>> mapData = new();
|
||||
public Tilemap textureLevel;
|
||||
// public Vector2Int dataOffset = Vector2Int.zero; // 数据起始点偏移变量 - 已删除
|
||||
|
||||
|
||||
// 初始化地图数据大小
|
||||
public void InitializeData(int width, int height, int defaultValue = 0)
|
||||
{
|
||||
mapData.Clear();
|
||||
for (var x = 0; x < width; x++)
|
||||
{
|
||||
var column = new List<int>();
|
||||
for (var y = 0; y < height; y++)
|
||||
{
|
||||
column.Add(defaultValue);
|
||||
}
|
||||
|
||||
mapData.Add(column);
|
||||
}
|
||||
}
|
||||
|
||||
// 设置指定数据坐标的瓦片值并刷新相关瓦片
|
||||
public void SetTile(int dataX, int dataY, int value)
|
||||
{
|
||||
// 检查坐标是否有效
|
||||
if (dataX < 0 || dataY < 0 || dataX >= mapData.Count || dataY >= mapData[0].Count)
|
||||
{
|
||||
Debug.LogError($"SetTile: 坐标({dataX},{dataY})超出范围");
|
||||
return;
|
||||
}
|
||||
|
||||
// 更新数据
|
||||
mapData[dataX][dataY] = value;
|
||||
|
||||
// 刷新受影响的瓦片(当前点作为四个角影响的瓦片)
|
||||
RefreshTile(dataX, dataY);
|
||||
}
|
||||
|
||||
// 获取指定数据坐标的瓦片值
|
||||
public int GetTile(int dataX, int dataY)
|
||||
{
|
||||
if (dataX < 0 || dataY < 0 || dataX >= mapData.Count || dataY >= mapData[0].Count)
|
||||
{
|
||||
Debug.LogError($"GetTile: 坐标({dataX},{dataY})超出范围");
|
||||
return -1;
|
||||
}
|
||||
|
||||
return mapData[dataX][dataY];
|
||||
}
|
||||
|
||||
// 刷新指定数据点影响的瓦片
|
||||
public void RefreshTile(int dataX, int dataY)
|
||||
{
|
||||
// 计算该数据点影响的四个瓦片位置(该点作为四个角)
|
||||
var affectedTiles = new Vector2Int[]
|
||||
{
|
||||
new Vector2Int(dataX - 1, dataY - 1), // 作为右下角
|
||||
new Vector2Int(dataX - 1, dataY), // 作为右上角
|
||||
new Vector2Int(dataX, dataY - 1), // 作为左下角
|
||||
new Vector2Int(dataX, dataY) // 作为左上角
|
||||
};
|
||||
|
||||
foreach (var tilePos in affectedTiles)
|
||||
{
|
||||
UpdateTileAtTilemapPosition(tilePos.x, tilePos.y);
|
||||
}
|
||||
}
|
||||
|
||||
// 刷新整个瓦片地图
|
||||
public void RefreshAllTiles()
|
||||
{
|
||||
if (mapData.Count == 0 || mapData[0].Count == 0) return;
|
||||
|
||||
// 计算瓦片地图的有效范围(考虑偏移)
|
||||
var startX = 0; // dataOffset.x 已删除
|
||||
var startY = 0; // dataOffset.y 已删除
|
||||
var endX = startX + mapData.Count - 1;
|
||||
var endY = startY + mapData[0].Count - 1;
|
||||
|
||||
// 遍历所有瓦片位置
|
||||
for (var x = startX; x <= endX; x++)
|
||||
{
|
||||
for (var y = startY; y <= endY; y++)
|
||||
{
|
||||
UpdateTileAtTilemapPosition(x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 更新指定瓦片位置的显示
|
||||
private void UpdateTileAtTilemapPosition(int tileX, int tileY)
|
||||
{
|
||||
// 计算对应的数据坐标(考虑偏移)
|
||||
var dataX = tileX; // - dataOffset.x 已删除
|
||||
var dataY = tileY; // - dataOffset.y 已删除
|
||||
|
||||
// 获取四个角的数据坐标
|
||||
var topLeftX = dataX;
|
||||
var topLeftY = dataY + 1;
|
||||
var topRightX = dataX + 1;
|
||||
var topRightY = dataY + 1;
|
||||
var bottomLeftX = dataX;
|
||||
var bottomLeftY = dataY;
|
||||
var bottomRightX = dataX + 1;
|
||||
var bottomRightY = dataY;
|
||||
|
||||
// 检查边界并获取值
|
||||
var topLeft = GetDataValue(topLeftX, topLeftY);
|
||||
var topRight = GetDataValue(topRightX, topRightY);
|
||||
var bottomLeft = GetDataValue(bottomLeftX, bottomLeftY);
|
||||
var bottomRight = GetDataValue(bottomRightX, bottomRightY);
|
||||
|
||||
// 获取对应的瓦片
|
||||
var tile = GetTileFromManager(topLeft, topRight, bottomLeft, bottomRight);
|
||||
|
||||
// 设置到瓦片地图
|
||||
var position = new Vector3Int(tileX, tileY, 0);
|
||||
textureLevel.SetTile(position, tile);
|
||||
}
|
||||
|
||||
// 安全获取数据值(处理边界)
|
||||
private int GetDataValue(int dataX, int dataY)
|
||||
{
|
||||
if (dataX < 0 || dataY < 0 || dataX >= mapData.Count || dataY >= mapData[0].Count)
|
||||
return 0; // 边界外返回默认值
|
||||
return mapData[dataX][dataY];
|
||||
}
|
||||
|
||||
// 从TileManager获取对应瓦片
|
||||
private TileBase GetTileFromManager(int topLeft, int topRight, int bottomLeft, int bottomRight)
|
||||
{
|
||||
var manager = TileManager.Instance;
|
||||
if (manager == null)
|
||||
{
|
||||
Debug.LogError("TileManager实例未找到");
|
||||
return null;
|
||||
}
|
||||
|
||||
// 尝试获取组合键对应的瓦片
|
||||
var key = (topLeft, topRight, bottomLeft, bottomRight);
|
||||
if (manager.tileToTileBaseMapping.TryGetValue(key, out var tile))
|
||||
{
|
||||
return tile;
|
||||
}
|
||||
|
||||
// 备用方案:尝试获取默认瓦片
|
||||
if (manager.tileBaseMapping.TryGetValue("Default", out var defaultTile))
|
||||
{
|
||||
return defaultTile;
|
||||
}
|
||||
|
||||
Debug.LogError($"未找到对应瓦片: {key}");
|
||||
return null;
|
||||
}
|
||||
|
||||
public Vector2Int GetSize()
|
||||
{
|
||||
if (!mapData.Any() || mapData[0].Count == 0)
|
||||
{
|
||||
return new Vector2Int(0, 0);
|
||||
}
|
||||
|
||||
return new Vector2Int(mapData.Count, mapData[0].Count);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e7ec2149bca47f42965dd01c01116cd
|
||||
@@ -1,41 +1,36 @@
|
||||
using System;
|
||||
using Managers;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Tilemaps;
|
||||
using Utils;
|
||||
|
||||
namespace Map
|
||||
{
|
||||
public class MapGenerator : MonoBehaviour
|
||||
{
|
||||
public DoubleMap baseMap;
|
||||
|
||||
public Tilemap baseTilemap;
|
||||
public Tilemap buildingTilemap;
|
||||
public Tilemap plantTilemap;
|
||||
public void Init()
|
||||
{
|
||||
Managers.DefineManager.Instance.Init();
|
||||
Managers.PackagesImageManager.Instance.Init();
|
||||
Managers.TileManager.Instance.Init();
|
||||
|
||||
var size = 100;
|
||||
baseMap.InitializeData(size, size);
|
||||
for (var i = 0; i < size; i++)
|
||||
{
|
||||
for (var j = 0; j < size; j++)
|
||||
{
|
||||
var dx = i - size / 2;
|
||||
var dy = j - size / 2;
|
||||
baseMap.mapData[i][j] = (int)(Math.Sqrt(dx * dx + dy * dy) / 5) & 1;
|
||||
}
|
||||
}
|
||||
|
||||
baseMap.RefreshAllTiles();
|
||||
|
||||
}
|
||||
|
||||
public Vector2Int GetSize()
|
||||
{
|
||||
return baseMap.GetSize();
|
||||
return new Vector2Int(100, 100);
|
||||
}
|
||||
|
||||
public Vector2Int GetWorldCoordinates(Vector2Int mapCoordinates)
|
||||
public Vector2 GetWorldCoordinates(Vector2Int coord)
|
||||
{
|
||||
return new Vector2Int((int)transform.position.x, (int)transform.position.y) + mapCoordinates;
|
||||
return transform.position + new Vector3(coord.x, coord.y);
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
baseTilemap.ClearAllTiles();
|
||||
buildingTilemap.ClearAllTiles();
|
||||
plantTilemap.ClearAllTiles();
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Client/Assets/Scripts/Map/MapGeneratorWorkClassBase.cs
Normal file
12
Client/Assets/Scripts/Map/MapGeneratorWorkClassBase.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Map
|
||||
{
|
||||
public abstract class MapGeneratorWorkClassBase
|
||||
{
|
||||
public abstract void Init(string value);
|
||||
|
||||
// 将 void 改为 Task
|
||||
public abstract Task Process(MapGenerator map);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa82388c7b8948d8b36bf48e2c14a312
|
||||
timeCreated: 1758016248
|
||||
223
Client/Assets/Scripts/Map/PlantMapGenerator.cs
Normal file
223
Client/Assets/Scripts/Map/PlantMapGenerator.cs
Normal file
@@ -0,0 +1,223 @@
|
||||
using UnityEngine;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Threading.Tasks; // 引入 System.Threading.Tasks
|
||||
using Managers;
|
||||
using Utils;
|
||||
|
||||
namespace Map
|
||||
{
|
||||
/// <summary>
|
||||
/// 植物生成器配置类。
|
||||
/// </summary>
|
||||
public class PlantGeneratorConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// 植物瓦片的定义名称。
|
||||
/// </summary>
|
||||
[JsonProperty("tileDefName", Required = Required.Always)]
|
||||
public string TileDefName { get; set; } = "DefaultPlantTile";
|
||||
/// <summary>
|
||||
/// 柏林噪声的缩放因子。
|
||||
/// </summary>
|
||||
[JsonProperty("scale")]
|
||||
public double Scale { get; set; } = 0.08;
|
||||
/// <summary>
|
||||
/// 柏林噪声阈值,高于此值才可能生成植物 (-1到1之间)。
|
||||
/// </summary>
|
||||
[JsonProperty("threshold")]
|
||||
public double Threshold { get; set; } = 0.3;
|
||||
/// <summary>
|
||||
/// 植物生成概率 (0-1之间),控制稀疏度。
|
||||
/// </summary>
|
||||
[JsonProperty("density")]
|
||||
public double Density { get; set; } = 0.6;
|
||||
/// <summary>
|
||||
/// 柏林噪声的X轴偏移。
|
||||
/// </summary>
|
||||
[JsonProperty("offsetX")]
|
||||
public double OffsetX { get; set; } = 0.0;
|
||||
/// <summary>
|
||||
/// 柏林噪声的Y轴偏移。
|
||||
/// </summary>
|
||||
[JsonProperty("offsetY")]
|
||||
public double OffsetY { get; set; } = 0.0;
|
||||
/// <summary>
|
||||
/// 植物必须生长在其上的基础瓦片名称 (可空)。
|
||||
/// </summary>
|
||||
[JsonProperty("requiredBaseTileDefName")]
|
||||
public string RequiredBaseTileDefName { get; set; } = null;
|
||||
/// <summary>
|
||||
/// 地图生成区域的宽度(单元格数量)。
|
||||
/// </summary>
|
||||
[JsonProperty("mapCellSizeX")]
|
||||
public int MapCellSizeX { get; set; } = 100;
|
||||
/// <summary>
|
||||
/// 地图生成区域的高度(单元格数量)。
|
||||
/// </summary>
|
||||
[JsonProperty("mapCellSizeY")]
|
||||
public int MapCellSizeY { get; set; } = 100;
|
||||
/// <summary>
|
||||
/// 是否避免植物瓦片互相重叠。
|
||||
/// </summary>
|
||||
[JsonProperty("preventOverlap")]
|
||||
public bool PreventOverlap { get; set; } = true;
|
||||
}
|
||||
|
||||
public class PlantMapGenerator : MapGeneratorWorkClassBase
|
||||
{
|
||||
private PlantGeneratorConfig _config;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化植物生成器,解析JSON配置字符串。
|
||||
/// </summary>
|
||||
/// <param name="value">包含植物生成参数的JSON字符串。</param>
|
||||
public override void Init(string value)
|
||||
{
|
||||
try
|
||||
{
|
||||
_config = JsonConvert.DeserializeObject<PlantGeneratorConfig>(value);
|
||||
|
||||
if (_config == null)
|
||||
{
|
||||
Debug.LogError("植物地图生成器:配置反序列化为空。请检查JSON格式。将使用默认配置。");
|
||||
_config = new PlantGeneratorConfig();
|
||||
}
|
||||
if (string.IsNullOrWhiteSpace(_config.TileDefName))
|
||||
{
|
||||
Debug.LogWarning("植物地图生成器:瓦片定义名称为空。将使用默认值 'DefaultPlantTile'。");
|
||||
_config.TileDefName = "DefaultPlantTile";
|
||||
}
|
||||
if (_config.Scale <= 0)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:缩放值必须为正数。将设置为默认值 0.08。当前值: {_config.Scale}");
|
||||
_config.Scale = 0.08;
|
||||
}
|
||||
// Unity的Mathf.PerlinNoise输出0-1,如果PerlinNoise.Instance.Noise也如此,这里需要修改范围
|
||||
// 假设 PerlinNoise.Instance.Noise() 返回值在 -1 到 1 之间。
|
||||
if (_config.Threshold < -1.0 || _config.Threshold > 1.0)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:阈值 ({_config.Threshold}) 超出柏林噪声典型范围 (-1.0到1.0)。已钳制到 0.3。");
|
||||
_config.Threshold = 0.3;
|
||||
}
|
||||
if (_config.Density < 0 || _config.Density > 1)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:密度 ({_config.Density}) 必须在 0 到 1 之间。已钳制到 0.6。");
|
||||
_config.Density = Mathf.Clamp((float)_config.Density, 0f, 1f);
|
||||
}
|
||||
if (_config.MapCellSizeX <= 0)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:地图宽度 ({_config.MapCellSizeX}) 必须为正数。将设置为默认值 100。");
|
||||
_config.MapCellSizeX = 100;
|
||||
}
|
||||
if (_config.MapCellSizeY <= 0)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:地图高度 ({_config.MapCellSizeY}) 必须为正数。将设置为默认值 100。");
|
||||
_config.MapCellSizeY = 100;
|
||||
}
|
||||
}
|
||||
catch (JsonSerializationException ex)
|
||||
{
|
||||
Debug.LogError($"植物地图生成器:配置JSON反序列化错误:{ex.Message}。输入JSON: '{value}'");
|
||||
_config = new PlantGeneratorConfig();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogError($"植物地图生成器:初始化过程中发生未预期错误:{ex.Message}。输入JSON: '{value}'");
|
||||
_config = new PlantGeneratorConfig();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据柏林噪声和配置参数在 `MapGenerator` 的 `plantTilemap` 上生成植物。
|
||||
/// 此方法现在是异步的,以避免阻塞主线程。
|
||||
/// </summary>
|
||||
/// <param name="map">MapGenerator实例,包含要操作的Tilemap。</param>
|
||||
public override async Task Process(MapGenerator map) // 标记为 async Task
|
||||
{
|
||||
if (_config == null)
|
||||
{
|
||||
Debug.LogError("植物地图生成器:在Init方法调用前或Init失败后调用Process。中止生成。");
|
||||
return; // async Task 方法直接 return; 意味着返回 Task.CompletedTask
|
||||
}
|
||||
|
||||
if (map == null || map.plantTilemap == null)
|
||||
{
|
||||
Debug.LogError("植物地图生成器:MapGenerator或植物瓦片地图为空。无法生成植物。中止。");
|
||||
return;
|
||||
}
|
||||
|
||||
var plantTile = TileManager.Instance.GetTile(_config.TileDefName);
|
||||
if (plantTile == null)
|
||||
{
|
||||
Debug.LogError($"植物地图生成器:无法获取名称为 '{_config.TileDefName}' 的瓦片。请确保瓦片管理器返回有效瓦片。中止生成。");
|
||||
return;
|
||||
}
|
||||
|
||||
// 缓存 requiredBaseTile 的引用,避免在循环中重复查询 TileManager
|
||||
UnityEngine.Tilemaps.TileBase requiredBaseTile = null;
|
||||
if (!string.IsNullOrEmpty(_config.RequiredBaseTileDefName))
|
||||
{
|
||||
if (map.baseTilemap == null)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:已配置基础瓦片名称 ('{_config.RequiredBaseTileDefName}') 但基础瓦片地图为空。将忽略基础地形要求。");
|
||||
}
|
||||
else
|
||||
{
|
||||
requiredBaseTile = TileManager.Instance.GetTile(_config.RequiredBaseTileDefName);
|
||||
if (requiredBaseTile == null)
|
||||
{
|
||||
Debug.LogWarning($"植物地图生成器:无法获取所需的基础瓦片 '{_config.RequiredBaseTileDefName}'。将忽略基础地形要求。");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var x = 0; x < _config.MapCellSizeX; x++)
|
||||
{
|
||||
for (var y = 0; y < _config.MapCellSizeY; y++)
|
||||
{
|
||||
var cellPosition = new Vector3Int(x, y, 0);
|
||||
|
||||
var sampleX = (x / (double)_config.MapCellSizeX) * _config.Scale + _config.OffsetX;
|
||||
var sampleY = (y / (double)_config.MapCellSizeY) * _config.Scale + _config.OffsetY;
|
||||
var noiseValue = PerlinNoise.Instance.Noise(sampleX, sampleY);
|
||||
|
||||
if (noiseValue < _config.Threshold)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 检查所需的基础瓦片
|
||||
if (requiredBaseTile != null)
|
||||
{
|
||||
var baseTileOnMap = map.baseTilemap.GetTile(cellPosition);
|
||||
if (baseTileOnMap == null || baseTileOnMap.name != requiredBaseTile.name)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查是否重叠
|
||||
if (_config.PreventOverlap)
|
||||
{
|
||||
var existingPlant = map.plantTilemap.GetTile(cellPosition);
|
||||
if (existingPlant != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 检查密度
|
||||
if (UnityEngine.Random.value >= _config.Density)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
map.plantTilemap.SetTile(cellPosition, plantTile);
|
||||
}
|
||||
// 每处理完一列,就让出控制权给主线程
|
||||
await Task.Yield();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Client/Assets/Scripts/Map/PlantMapGenerator.cs.meta
Normal file
3
Client/Assets/Scripts/Map/PlantMapGenerator.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b91fa983e7324f6aa9399fa8aa1dc642
|
||||
timeCreated: 1758020532
|
||||
Reference in New Issue
Block a user