添加注释内容

master
zxl 2025-02-12 13:55:41 +08:00
parent a965a36598
commit 537f3504bc
8 changed files with 400 additions and 10 deletions

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@ -3,6 +3,10 @@ using UnityEngine;
namespace DefaultNamespace
{
public interface IGridManager
{
}
public class GridManager : MonoBehaviour, IGridManager
{
[SerializeField] private int xCount;

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@ -47,8 +47,4 @@ namespace DefaultNamespace
_isOccupied = false;
}
}
public interface IGridManager
{
}
}

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@ -4,11 +4,29 @@ using Random = UnityEngine.Random;
public class HexGrid : MonoBehaviour
{
/// <summary>
/// 格子宽度
/// </summary>
public int width = 6;
/// <summary>
/// 格子高度
/// </summary>
public int height = 6;
/// <summary>
/// 格子实例预制体(用于实际角色放入交互,也有可能会删掉改用判断位置的方式处理交互)
/// </summary>
public HexCell cellPrefab;
/// <summary>
/// 六边形渲染mesh
/// </summary>
HexMesh hexMesh;
/// <summary>
/// 格子存储
/// </summary>
HexCell[] cells;
public Color defaultColor = Color.white;
@ -30,34 +48,58 @@ public class HexGrid : MonoBehaviour
private void Start()
{
// 渲染mesh
hexMesh.Triangulate(cells);
}
/// <summary>
/// 创建格子以及实例
/// </summary>
/// <param name="x"></param>
/// <param name="z"></param>
/// <param name="i"></param>
void CreateCell(int x, int z, int i)
{
Vector3 position;
position.x = (x + z * 0.5f - z / 2) * (HexMetrics.innerRadius * 2f);
position.y = 0f;
position.z = HexMetrics.offset * z;
position.z = HexMetrics.offset * z;
HexCell cell = cells[i] = Instantiate<HexCell>(cellPrefab);
cell.transform.SetParent(transform, false);
cell.transform.localPosition = position;
cell.coordinates = HexCoordinates.FromOffsetCoordinates(x, z);
cell.color = new Color(Random.Range(0,1f), Random.Range(0,1f), Random.Range(0,1f), 1);
cell.color = new Color(Random.Range(0, 1f), Random.Range(0, 1f), Random.Range(0, 1f), 1);
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
TouchCell(Input.mousePosition);
HandleInput();
}
}
/// <summary>
/// 射线检测拿到射线点然后传递给TouchCell进行实际位置判断
/// </summary>
void HandleInput()
{
Ray inputRay = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(inputRay, out hit))
{
TouchCell(hit.point);
}
}
/// <summary>
/// 判断点击的哪个格子
/// </summary>
/// <param name="position"></param>
public void TouchCell(Vector3 position)
{
// 将 position 从世界空间变换到本地空间
position = transform.InverseTransformPoint(position);
HexCoordinates coordinates = HexCoordinates.FromPosition(position);
int index = coordinates.X + coordinates.Z * width + coordinates.Z / 2;

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@ -8,9 +8,11 @@ public class HexMesh : MonoBehaviour
List<Vector3> vertices;
List<int> triangles;
List<Color> colors;
MeshCollider meshCollider;
void Awake()
{
meshCollider = gameObject.AddComponent<MeshCollider>();
GetComponent<MeshFilter>().mesh = hexMesh = new Mesh();
hexMesh.name = "Hex Mesh";
vertices = new List<Vector3>();
@ -33,6 +35,7 @@ public class HexMesh : MonoBehaviour
hexMesh.colors = colors.ToArray();
hexMesh.triangles = triangles.ToArray();
hexMesh.RecalculateNormals();
meshCollider.sharedMesh = hexMesh;
}
void AddTriangle(Vector3 v1, Vector3 v2, Vector3 v3)

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