using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine.UI;
namespace YLBattle
{
public class Map : MonoBehaviour
{
static private Map mInstance;
/// 地图数据
///
public MapData mapData;
///
/// 地图ID
///
public int mapId;
///
/// 地图文件
///
public string mapFile;
///
/// 单例
///
/// The instance.
static public Map Instance
{
set
{
mInstance = value;
}
get
{
return mInstance;
}
}
void Awake()
{
mInstance = this;
mapId = 1;
}
// Use this for initialization
void Start()
{
this.transform.parent.Rotate (0, 0, 0);
mapFile = "";
}
public void InitData(ref MapData data)
{
// 创建孵化点
foreach (ZoneSpawner spawn in data.spawnUnitList)
{
GameObject spawnObj = new GameObject();
SpawnPoint spawnCmpt = spawnObj.AddComponent();
spawnObj.name = "SpawnPoint";
spawnCmpt.Init(spawn);
spawnCmpt.transform.parent = this.transform.parent;
}
}
private void Update()
{
}
public void AddSpawnPoint(ZoneSpawner sp)
{
this.mapData.spawnUnitList.Add(sp);
}
public void RemoveSpawner(ZoneSpawner sp)
{
}
public void PlaceSelectBuild()
{
}
public void PlaceSelectGroup()
{
}
public void PlaceSelectRole()
{
}
public void PlaceUnitEventHandle()
{
}
void OnMouseDown()
{
}
public void AddUnitSpawner(ZoneSpawner sp)
{
this.mapData.spawnUnitList.Add(sp);
}
public void RemoveUnitSpawner(ZoneSpawner sp)
{
this.mapData.spawnUnitList.Remove(sp);
}
public void SpawnerSave()
{
}
public void Export()
{
MapParse.ExportMapData(this.mapData);
}
public void Import(string fileName)
{
this.mapFile = fileName;
this.mapData = MapParse.ImportMapFile(fileName);
this.mapData.MapDataCreate();
this.InitData(ref this.mapData);
}
}
}