Files
Cielonos/Assets/Scripts/MainGame/GameRun/Map/Zone/ZoneManager.cs
SoulliesOfficial 47125f95f4 地图初步
2026-04-30 07:06:38 -04:00

84 lines
2.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using SLSUtilities.General;
using UnityEngine;
namespace Cielonos.MainGame.Map
{
public partial class ZoneManager : Singleton<ZoneManager>
{
[Title("Editor Tools")]
[Button("Rebuild Spawn Points"), PropertyOrder(-100)]
public void RebuildMapData()
{
if(spawnPointContainer == null)
{
Debug.LogWarning("[ZoneManager] Spawn Point Container is not assigned.");
return;
}
spawnPoints.Clear();
// 1. 查找场景中所有生成点
SpawnPoint[] allPoints = spawnPointContainer.GetComponentsInChildren<SpawnPoint>(true);
// 2. 按 groupName 分组,并按 Hierarchy 顺序排序 (保证 Index 确定性)
var grouped = allPoints
.GroupBy(p => p.groupName)
.OrderBy(g => g.Key);
foreach (var group in grouped)
{
// 按在 Hierarchy 中的顺序排序列表
var list = group.OrderBy(p => p.transform.GetSiblingIndex()).ToList();
spawnPoints[group.Key] = list;
// 3. 将计算好的 Index 写入到具体物体上(持久化)
for (int i = 0; i < list.Count; i++)
{
list[i].SetData(i); // 调用子物体的方法设置数据
}
}
//Debug.Log($"[ZoneManager] Rebuilt map: Found {allPoints.Length} points in {spawnPoints.Count} groups.");
}
}
// 继承 Singleton 保持运行时单例特性
public partial class ZoneManager
{
// 运行时查找用的字典
[Title("Runtime Data")]
[Required]
public GameObject spawnPointContainer;
public Dictionary<string, List<SpawnPoint>> spawnPoints = new Dictionary<string, List<SpawnPoint>>();
protected override void Awake()
{
base.Awake();
RebuildMapData();
}
public void SetupZone(ZoneData data)
{
if (data.enemySpawns != null)
{
foreach (KeyValuePair<ZoneData.SpawnPointKey, string> enemySpawn in data.enemySpawns)
{
string group = enemySpawn.Key.group;
int index = enemySpawn.Key.index;
if (spawnPoints.TryGetValue(group, out List<SpawnPoint> points))
{
SpawnPoint point = points[index];
point.GetTransform(out Vector3 position, out Quaternion rotation);
GameObject enemyPrefab = MainGameBaseCollection.Instance.enemiesCollection[enemySpawn.Value];
Instantiate(enemyPrefab, position, rotation);
}
}
}
}
}
}