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width: 3 - height: 3 + width: 8 + height: 8 cellPrefab: {fileID: 566399494} defaultColor: {r: 1, g: 1, b: 1, a: 1} touchedColor: {r: 1, g: 0, b: 1, a: 1} diff --git a/Assets/Scripts/Grid/GridManager.cs b/Assets/Scripts/Grid/GridManager.cs index 1e82a19..826cf2f 100644 --- a/Assets/Scripts/Grid/GridManager.cs +++ b/Assets/Scripts/Grid/GridManager.cs @@ -3,6 +3,10 @@ using UnityEngine; namespace DefaultNamespace { + public interface IGridManager + { + } + public class GridManager : MonoBehaviour, IGridManager { [SerializeField] private int xCount; diff --git a/Assets/Scripts/Grid/IGrid.cs b/Assets/Scripts/Grid/IGrid.cs index e8ccb1a..6ddd876 100644 --- a/Assets/Scripts/Grid/IGrid.cs +++ b/Assets/Scripts/Grid/IGrid.cs @@ -47,8 +47,4 @@ namespace DefaultNamespace _isOccupied = false; } } - - public interface IGridManager - { - } } \ No newline at end of file diff --git a/Assets/Scripts/Hexagon/HexGrid.cs b/Assets/Scripts/Hexagon/HexGrid.cs index 4afcb01..c3a78d3 100644 --- a/Assets/Scripts/Hexagon/HexGrid.cs +++ b/Assets/Scripts/Hexagon/HexGrid.cs @@ -4,11 +4,29 @@ using Random = UnityEngine.Random; public class HexGrid : MonoBehaviour { + /// + /// 格子宽度 + /// public int width = 6; + + /// + /// 格子高度 + /// public int height = 6; + /// + /// 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) + /// public HexCell cellPrefab; + + /// + /// 六边形渲染mesh + /// HexMesh hexMesh; + + /// + /// 格子存储 + /// HexCell[] cells; public Color defaultColor = Color.white; @@ -30,34 +48,58 @@ public class HexGrid : MonoBehaviour private void Start() { + // 渲染mesh hexMesh.Triangulate(cells); } + /// + /// 创建格子以及实例 + /// + /// + /// + /// 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(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(); } } + /// + /// 射线检测拿到射线点,然后传递给TouchCell进行实际位置判断 + /// + void HandleInput() + { + Ray inputRay = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + if (Physics.Raycast(inputRay, out hit)) + { + TouchCell(hit.point); + } + } + + /// + /// 判断点击的哪个格子 + /// + /// 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; diff --git a/Assets/Scripts/Hexagon/HexMesh.cs b/Assets/Scripts/Hexagon/HexMesh.cs index d21ccc2..da04f66 100644 --- a/Assets/Scripts/Hexagon/HexMesh.cs +++ b/Assets/Scripts/Hexagon/HexMesh.cs @@ -8,9 +8,11 @@ public class HexMesh : MonoBehaviour List vertices; List triangles; List colors; + MeshCollider meshCollider; void Awake() { + meshCollider = gameObject.AddComponent(); GetComponent().mesh = hexMesh = new Mesh(); hexMesh.name = "Hex Mesh"; vertices = new List(); @@ -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) diff --git a/JinChanChan.sln.DotSettings.user b/JinChanChan.sln.DotSettings.user index 23704b8..83f1461 100644 --- a/JinChanChan.sln.DotSettings.user +++ b/JinChanChan.sln.DotSettings.user @@ -1,3 +1,4 @@  ForceIncluded + ForceIncluded ForceIncluded \ No newline at end of file