feat(player): 添加玩家阵型保存功能 新增savedFormation字段用于存储玩家的阵型配置, 包括角色ID列表和对应的格子索引位置信息。 ```
70 lines
2.9 KiB
C#
70 lines
2.9 KiB
C#
using UnityEngine;
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/// <summary>
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/// 部署网格的几何参数与坐标换算。
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/// 阵型编排场景和战斗场景共用同一份参数,保证两边的格位完全对齐。
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/// </summary>
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public static class DeployGrid
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{
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public const int Cols = 6;
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public const int Rows = 5;
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public const float ColStep = 2.4f; // 列间距改为2.4,让网格更紧凑,避免最边缘格子太靠外
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public const float RowStep = 2.8f; // 行间距保持2.8
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public const float BackZ = -15.0f; // 最靠后一排的中心 Z(调整到靠近摄像机的底部区域)
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public const float CellWidth = 2.5f;
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public const float CellDepth = 2.5f; // 格子深度改为2.5,与宽度相同,形成正方形
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public const float CellHeight = 0.03f;
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public const float GridY = 0.12f; // 格位可视块的中心高度
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public const float UnitY = 0.16f; // 单位落点高度(与 NavMesh 高度一致)
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public const int CellCount = Cols * Rows;
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public static int ToIndex(int row, int col) => row * Cols + col;
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public static int RowOf(int index) => index / Cols;
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public static int ColOf(int index) => index % Cols;
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public static bool IsValidIndex(int index) => index >= 0 && index < CellCount;
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/// <summary>格位中心的世界坐标(单位落点高度)。</summary>
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public static Vector3 CellPosition(int index)
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{
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int r = RowOf(index);
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int c = ColOf(index);
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float x = (c - (Cols - 1) * 0.5f) * ColStep;
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float z = BackZ + r * RowStep;
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return new Vector3(x, UnitY, z);
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}
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/// <summary>把地面上的世界坐标吸附到最近格位;不在网格范围内返回 -1。</summary>
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public static int SnapToCell(Vector3 world)
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{
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int c = Mathf.RoundToInt(world.x / ColStep + (Cols - 1) * 0.5f);
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int r = Mathf.RoundToInt((world.z - BackZ) / RowStep);
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if (c < 0 || c >= Cols || r < 0 || r >= Rows)
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{
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return -1;
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}
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Vector3 center = CellPosition(ToIndex(r, c));
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if (Mathf.Abs(center.x - world.x) > ColStep * 0.5f) return -1;
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if (Mathf.Abs(center.z - world.z) > RowStep * 0.5f) return -1;
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return ToIndex(r, c);
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}
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/// <summary>把一组单位在网格宽度内均匀铺开,返回列号。</summary>
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public static int SpreadColumn(int indexInGroup, int groupCount)
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{
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if (groupCount <= 1) return Cols / 2;
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if (groupCount >= Cols) return indexInGroup % Cols;
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float step = (Cols - 1f) / (groupCount + 1f);
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return Mathf.RoundToInt(step * (indexInGroup + 1));
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}
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/// <summary>默认阵型格位:近战在最前排(靠近敌人),远程在最后排。</summary>
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public static int DefaultCell(bool isMelee, int indexInGroup, int groupCount)
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{
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int row = isMelee ? Rows - 1 : 0;
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return ToIndex(row, SpreadColumn(indexInGroup, groupCount));
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}
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}
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