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); } } }