少年修仙传客户端代码仓库
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2019-03-01 e83bd6acf4401fb0e7e358bca2c0db0e23e4d18f
6317 【前端】【2.0】场景化单机战斗 编辑器相关内容
8个文件已修改
151 ■■■■ 已修改文件
Core/MapEditor/Behavior/Bhv_Evt_RefreshMonster.cs 91 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Behavior/Bhv_Evt_RefreshSceneObject.cs 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Behavior/Bhv_MapTrigger.cs 22 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Behavior/Bhv_MonsterData.cs 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Data/Event/Evt_RefreshMonster.cs 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Data/MapTrigger.cs 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Editor/MapEditor.cs 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Fight/Stage/Dungeon/DungeonStage.cs 17 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Core/MapEditor/Behavior/Bhv_Evt_RefreshMonster.cs
@@ -11,7 +11,7 @@
    public class Bhv_Evt_RefreshMonster : Bhv_Evt
    {
        [HideInInspector]
        public Evt_RefreshMonster.E_OverCondition overCondition = Evt_RefreshMonster.E_OverCondition.None;
        public Evt_RefreshMonster.E_OverCondition overCondition = Evt_RefreshMonster.E_OverCondition.DeadCount;
        [HideInInspector]
        public Evt_RefreshMonster.E_RefreshType refreshType = Evt_RefreshMonster.E_RefreshType.All;
        [HideInInspector]
@@ -20,11 +20,15 @@
        public int conditionParam;
        [HideInInspector]
        public int overParam;
        [HideInInspector]
        public int nextEventID = -1;
#if UNITY_EDITOR
        [HideInInspector]
        private bool showMonsterList = false;
        private int npcID = -1;
        private string resName;
        public override void Save(BinaryWriter bw)
        {
@@ -33,6 +37,7 @@
            bw.Write((byte)refreshType);
            bw.Write(conditionParam);
            bw.Write(overParam);
            bw.Write(nextEventID);
            bw.Write(monsterList.Count);
            foreach (var _monster in monsterList)
            {
@@ -47,6 +52,7 @@
            bw.Write((byte)refreshType);
            bw.Write(conditionParam);
            bw.Write(overParam);
            bw.Write(nextEventID);
            bw.Write(monsterList.Count);
            foreach (var _monster in monsterList)
            {
@@ -61,6 +67,7 @@
            refreshType = (Evt_RefreshMonster.E_RefreshType)br.ReadByte();
            conditionParam = br.ReadInt32();
            overParam = br.ReadInt32();
            nextEventID = br.ReadInt32();
            int _count = br.ReadInt32();
            for (int i = 0; i < _count; ++i)
            {
@@ -130,21 +137,33 @@
                }
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal(guiSkin.customStyles[1], GUILayout.Height(22));
                EditorGUILayout.LabelField("下一事件", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(60));
                nextEventID = EditorGUILayout.IntField(nextEventID, guiSkin.textField, GUILayout.Height(22));
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginVertical(guiSkin.customStyles[1]);
                EditorGUILayout.BeginHorizontal(GUILayout.Height(22));
                showMonsterList = EditorGUILayout.Foldout(showMonsterList, "  刷怪列表", true, guiSkin.customStyles[3]);
                EditorGUILayout.LabelField("NPCID", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(50));
                npcID = EditorGUILayout.IntField(npcID, guiSkin.textField, GUILayout.Height(22), GUILayout.Width(70));
                EditorGUILayout.LabelField("模型名", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(50));
                resName = EditorGUILayout.TextField(resName, guiSkin.textField, GUILayout.Height(22), GUILayout.Width(70));
                if (GUILayout.Button("添加", guiSkin.button, GUILayout.Width(60), GUILayout.Height(22)))
                {
                    var _go = new GameObject("RefreshMonster");
                    _go.transform.SetParent(transform);
                    _go.transform.localPosition = Vector3.zero;
                    _go.transform.eulerAngles = Vector3.zero;
                    _go.transform.localScale = Vector3.one;
                    var _monsterData = CreateNPC(npcID, resName);
                    if (_monsterData)
                    {
                        monsterList.Add(_monsterData);
                        showMonsterList = true;
                    var _monsterData = _go.AddComponent<Bhv_MonsterData>();
                    monsterList.Add(_monsterData);
                    showMonsterList = true;
                        Selection.activeGameObject = _monsterData.gameObject;
                        if (Selection.activeGameObject)
                        {
                            SceneView.lastActiveSceneView.LookAt(Selection.activeGameObject.transform.position);
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();
                if (showMonsterList)
@@ -152,13 +171,10 @@
                    for (int i = monsterList.Count - 1; i >= 0; --i)
                    {
                        EditorGUILayout.BeginHorizontal(GUILayout.Height(22));
                        EditorGUILayout.LabelField("NPCID", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(60));
                        var _npcID = monsterList[i].npcID;
                        monsterList[i].npcID = EditorGUILayout.IntField(monsterList[i].npcID, guiSkin.textField, GUILayout.Height(20));
                        if (_npcID != monsterList[i].npcID)
                        {
                            monsterList[i].name = monsterList[i].npcID + "_RefreshNPC";
                        }
                        EditorGUILayout.LabelField("NPCID", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(50));
                        EditorGUILayout.LabelField(monsterList[i].npcID.ToString(), guiSkin.textField, GUILayout.Height(20));
                        EditorGUILayout.LabelField("模型名", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(50));
                        EditorGUILayout.LabelField(monsterList[i].resName, guiSkin.textField, GUILayout.Height(22), GUILayout.Width(70));
                        if (GUILayout.Button("定高", guiSkin.button, GUILayout.Width(60), GUILayout.Height(20)))
                        {
                            Vector3 _pos = monsterList[i].transform.position;
@@ -194,6 +210,47 @@
            EditorGUILayout.EndVertical();
            return _result;
        }
        private Bhv_MonsterData CreateNPC(int id, string name)
        {
            if (id <= 0)
            {
                Debug.Log("NPCID非法");
                return null;
            }
            if (string.IsNullOrEmpty(name.Trim()))
            {
                Debug.Log("模型名不应该为空");
                return null;
            }
            string _path = "Assets/ResourcesOut/Mob/Prefab_Race_" + name + ".prefab";
            var _obj = AssetDatabase.LoadAssetAtPath<GameObject>(_path);
            if (!_obj)
            {
                Debug.LogError("所要创建的资源不存在: " + _path);
                return null;
            }
            _obj = Instantiate(_obj);
            RaycastHit _hit;
            Ray _ray = SceneView.lastActiveSceneView.camera.ViewportPointToRay(new Vector3(.5f, .5f, 0));
            if (Physics.Raycast(_ray, out _hit, 1000f, LayerUtility.WalkbleMask))
            {
                _obj.transform.position = _hit.point;
            }
            _obj.transform.SetParent(transform);
            _obj.transform.eulerAngles = Vector3.zero;
            _obj.transform.localScale = Vector3.one;
            var _monsterData = _obj.AddComponent<Bhv_MonsterData>();
            _monsterData.npcID = id;
            _monsterData.resName = name;
            return _monsterData;
        }
#endif
    }
}
Core/MapEditor/Behavior/Bhv_Evt_RefreshSceneObject.cs
@@ -164,7 +164,7 @@
                _sceneObjData.resName = sceneName;
                RaycastHit _hit;
                Ray _ray = SceneView.lastActiveSceneView.camera.ViewportPointToRay(new Vector3(.5f, .5f, 0));
                if (Physics.Raycast(_ray, out _hit, 1000f, LayerUtility.WalkbleMask))
                if (Physics.Raycast(_ray, out _hit, 10000f, LayerUtility.WalkbleMask))
                {
                    _sceneObjData.transform.position = _hit.point;
                }
Core/MapEditor/Behavior/Bhv_MapTrigger.cs
@@ -19,6 +19,8 @@
        [HideInInspector]
        public int prevID = -1;
        [HideInInspector]
        public int nextID = -1;
        [HideInInspector]
        public List<int> eventIDList = new List<int>();
#if UNITY_EDITOR
@@ -35,6 +37,7 @@
            bw.Write((byte)triggerType);
            bw.Write((byte)type);
            bw.Write(prevID);
            bw.Write(nextID);
            bw.Write((float)System.Math.Round(transform.position.x, 2));
            bw.Write((float)System.Math.Round(transform.position.y, 2));
            bw.Write((float)System.Math.Round(transform.position.z, 2));
@@ -59,6 +62,7 @@
            triggerType = (MapTrigger.E_TriggerType)br.ReadByte();
            type = (Evt.E_EventType)br.ReadByte();
            prevID = br.ReadInt32();
            nextID = br.ReadInt32();
            float _pX = br.ReadSingle();
            float _pY = br.ReadSingle();
            float _pZ = br.ReadSingle();
@@ -98,10 +102,24 @@
            if (showDetail)
            {
                EditorGUILayout.BeginHorizontal(GUILayout.Height(22));
                EditorGUILayout.LabelField("前置触发器", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(80));
                prevID = EditorGUILayout.IntField(prevID, guiSkin.textField, GUILayout.Height(20));
                EditorGUILayout.LabelField("触发器类型", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(80));
                triggerType = (MapTrigger.E_TriggerType)EditorGUILayout.EnumPopup(triggerType, guiSkin.customStyles[1], GUILayout.Height(20), GUILayout.Width(100));
                if (triggerType != MapTrigger.E_TriggerType.EnterStage)
                {
                    var _descript = string.Empty;
                    if (triggerType == MapTrigger.E_TriggerType.Trigger)
                    {
                        _descript = "前置ID";
                    }
                    else if (triggerType == MapTrigger.E_TriggerType.Mission)
                    {
                        _descript = "任务ID";
                    }
                    EditorGUILayout.LabelField(_descript, guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(55));
                    prevID = EditorGUILayout.IntField(prevID, guiSkin.textField, GUILayout.Height(20));
                }
                EditorGUILayout.LabelField("结束触发", guiSkin.customStyles[0], GUILayout.Height(22), GUILayout.Width(55));
                nextID = EditorGUILayout.IntField(nextID, guiSkin.textField, GUILayout.Height(20));
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginVertical(guiSkin.customStyles[1]);
Core/MapEditor/Behavior/Bhv_MonsterData.cs
@@ -8,6 +8,8 @@
        [HideInInspector]
        public int npcID;
        [HideInInspector]
        public string resName;
        [HideInInspector]
        public byte ai;
#if UNITY_EDITOR
@@ -15,6 +17,7 @@
        public void Save(BinaryWriter bw)
        {
            bw.Write(npcID);
            bw.Write(resName);
            bw.Write(ai);
            bw.Write((float)System.Math.Round(transform.position.x, 2));
            bw.Write((float)System.Math.Round(transform.position.y, 2));
@@ -24,6 +27,7 @@
        public void Load(BinaryReader br)
        {
            npcID = br.ReadInt32();
            resName = br.ReadString();
            ai = br.ReadByte();
            float _x = br.ReadSingle();
            float _y = br.ReadSingle();
@@ -34,7 +38,11 @@
        public void Export(BinaryWriter bw)
        {
            Save(bw);
            bw.Write(npcID);
            bw.Write(ai);
            bw.Write((float)System.Math.Round(transform.position.x, 2));
            bw.Write((float)System.Math.Round(transform.position.y, 2));
            bw.Write((float)System.Math.Round(transform.position.z, 2));
        }
#endif
Core/MapEditor/Data/Event/Evt_RefreshMonster.cs
@@ -8,7 +8,6 @@
    {
        public enum E_OverCondition
        {
            None,
            DeadCount,
            Time,
        }
@@ -21,7 +20,7 @@
        }
        public MonsterData[] monsters;
        public E_OverCondition overCondition = E_OverCondition.None;
        public E_OverCondition overCondition = E_OverCondition.DeadCount;
        public E_RefreshType refreshType = E_RefreshType.All;
        /// <summary>
        /// 参数
@@ -34,6 +33,7 @@
        /// <para>刷新类型: OneByOneTime, 作为时间(毫秒)</para>
        /// </summary>
        public int refreshParam;
        public int nextEventID = -1;
        public override void Load(BinaryReader br)
        {
@@ -42,6 +42,7 @@
            refreshType = (Evt_RefreshMonster.E_RefreshType)br.ReadByte();
            refreshParam = br.ReadInt32();
            conditionParam = br.ReadInt32();
            nextEventID = br.ReadInt32();
            int _count = br.ReadInt32();
            monsters = new MonsterData[_count];
            for (int i = 0; i < _count; ++i)
Core/MapEditor/Data/MapTrigger.cs
@@ -9,7 +9,8 @@
        public enum E_TriggerType
        {
            Trigger,
            EnterStage
            EnterStage,
            Mission,
        }
        public Evt.E_EventType type;
Core/MapEditor/Editor/MapEditor.cs
@@ -52,6 +52,7 @@
                        _root.AddComponent<MeshCollider>();
                        _root.transform.position = _go.transform.position;
                        _root.transform.rotation = _go.transform.rotation;
                        _root.layer = LayerUtility.Walkble;
                        break;
                    }
                }
Fight/Stage/Dungeon/DungeonStage.cs
@@ -477,6 +477,23 @@
        }
    }
    public Vector3 GetCloseTransPoint(Vector3 pos)
    {
        // 遍历找到离给定点最近并且可寻路至的传送点 P
        // 找到 P点的 另一端 P1
        // 判断当前传入的点是否可以寻路至 P1
        // 不行的话重新寻找 可以的话返回 P1 的坐标
        float _compareDis;
        float _dis;
        foreach (var _p in m_TransferGroupList)
        {
        }
        return Vector3.zero;
    }
    private void SceneResourceReplace10010()
    {
        for (var i = 100101; i <= 100109; i++)