AutoTile 自动拼接(六 大结局) 学习与实践

时间:2024-05-13 10:04:26

昨天在网上找了一些资源图片,这回就不用担心 背景资源不多的问题了,现在我一边 制作,一边发布文章。

AutoTile 自动拼接(六 大结局) 学习与实践

各种各样,500多个,这里还是特别感谢 ,万恶的资本主义,不设密码就给我分享。

在制作前,大家看下这里的图片,和我之前的图片规格,有点不一样,他们大了一号。

AutoTile 自动拼接(六 大结局) 学习与实践

细心的朋友,可以拿这张 ,和我 之前的图比较下。

哎,为了这500多张的 图,我也只能稍微改改 切图了,但做法都是一样的。

里面有一些 动画图,需要切一下,我推荐

AutoTile 自动拼接(六 大结局) 学习与实践

这个软件,360会认为木马,其实没什么事情的,看你自己了。

AutoTile 自动拼接(六 大结局) 学习与实践

很方便吧,其实 不用切,改下程序也可以,不过我懒。。。。。。

u3d中也是按16*16格子切,当然最后就有48张图了。

好了,前期准备先说到这里,下面 开始 编写代码

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using LitJson;
using System; public class myDown : MonoBehaviour
{
public Transform trs;
public Transform go;
int _x, _y;
void Start()
{
_x = go.GetComponent<ResourcesSprite>().Widths - ;
_y = go.GetComponent<ResourcesSprite>().Heights - ;
} void Update()
{ } void OnFingerDown(FingerDownEvent e)
{ /* your code here */
RaycastHitGet(e.Position);
}
void OnDrag(DragGesture gesture)
{
DragGesture dragGesture = (gesture.State == GestureRecognitionState.Ended) ? null : gesture;
if (dragGesture)
{
RaycastHitGet(gesture.Position);
}
}
void RaycastHitGet(Vector3 e)
{
RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(e), Vector2.zero);
if (hit)
{
if (hit.collider.tag == "sence")
{
int type = ; for (int i = ; i < trs.childCount; i++)
{
if (trs.GetChild(i).GetComponent<Toggle>().isOn)
{
type = i;
}
}
switch (type)
{
case : OnOneFourthFind(hit.collider.transform, "play0");
break;
case : OnOneFourthFind(hit.collider.transform, "play1");
break;
case : OnOneFourthFind(hit.collider.transform, "play2");
break;
case : OnOneFourthFind(hit.collider.transform, "play3");
break;
case : OnOneFourthFind(hit.collider.transform, "play4");
break;
case : OnOneFourthFind(hit.collider.transform, "play5");
break;
case : OnOneFourthFind(hit.collider.transform, "play6");
break;
case : OnOneFourthFind(hit.collider.transform, "play7");
break;
case : OnOneFourthFind(hit.collider.transform, "play8");
break;
case : OnOneFourthFind(hit.collider.transform, "play9");
break;
case : OnOneFourthFind(hit.collider.transform, "play10");
break;
case : OnOneFourthFind(hit.collider.transform, "play11");
break;
case : OnOneFourthFind(hit.collider.transform, "play12");
break;
case : OnOneFourthFind(hit.collider.transform, "play13");
break;
case : OnOneFourthFind(hit.collider.transform, "play14");
break;
case : OnOneFourthFind(hit.collider.transform, "play15");
break;
case : OnOneFourthFind(hit.collider.transform, "play16");
break;
case : OnOneFourthFind(hit.collider.transform, "play17");
break;
case : OnOneFourthFind(hit.collider.transform, "play18");
break;
case : OnOneFourthFind(hit.collider.transform, "play19");
break;
case : OnOneFourthFind(hit.collider.transform, "play20");
break;
case : OnOneFourthFind(hit.collider.transform, "play21");
break;
case : OnOneFourthFind(hit.collider.transform, "play22");
break;
case : OnOneFourthFind(hit.collider.transform, "play23");
break;
case : OnOneFourthFind(hit.collider.transform, "play24");
break;
case : OnOneFourthFind(hit.collider.transform, "play25");
break;
case : OnOneFourthFind(hit.collider.transform, "play26");
break;
case : OnOneFourthFind(hit.collider.transform, "play27");
break;
case : OnOneFourthFind(hit.collider.transform, "play28");
break;
case : OnOneFourthFind(hit.collider.transform, "play29");
break;
case : OnOneFourthFind(hit.collider.transform, "play30");
break;
case : OnOneFourthFind(hit.collider.transform, "play31");
break;
case : OnOneFourthFind(hit.collider.transform, "play32");
break; default: break;
}
}
}
} //一对四 查找坐标
void OnOneFourthFind(Transform tr, string keys)
{
int[] st = new int[];
st[] = ;
st[] = ;
st[] = ;
st[] = ;
for (int i = ; i < ; i++)
{
AutoTileShow autoTileShow1 = tr.GetChild(i).GetComponent<AutoTileShow>();
autoTileShow1.keys = keys;
autoTileShow1.Weight = st[i];
}
tr.GetComponent<keyRoot>().keys = keys;
string[] bit = OnWeightRange(tr);
ArrayList arr = OnWeightRangeTr(bit, tr);
arr.Add(tr);
for (int ii = ; ii < arr.Count; ii++)
{
Transform aa = arr[ii] as Transform;
OnWeightNumberFind(aa, aa.GetComponent<keyRoot>().keys);
}
}
//八方向对象获得
ArrayList OnWeightRangeTr(string[] bit, Transform tts)
{
uint[] bbt = new uint[];
ArrayList arr = new ArrayList();
for (int i = ; i < ; i++)
{
if (bit[i] != "")
{
arr.Add(tts.parent.Find(bit[i]));
}
}
return arr;
} //八方向范围获得
string[] OnWeightRange(Transform tts)
{
string[] tt = tts.name.Split(',');
int xx = int.Parse(tt[].ToString());
int yy = int.Parse(tt[].ToString());
string[] bit = new string[]; bit[] = (xx - ) + "," + (yy + );
bit[] = xx + "," + (yy + );
bit[] = (xx + ) + "," + (yy + );
bit[] = (xx + ) + "," + (yy);
bit[] = (xx + ) + "," + (yy - );
bit[] = xx + "," + (yy - );
bit[] = (xx - ) + "," + (yy - );
bit[] = (xx - ) + "," + yy; if (xx == )
{
bit[] = "";
bit[] = "";
bit[] = "";
}
if (xx == _x)
{
bit[] = "";
bit[] = "";
bit[] = "";
}
if (yy == )
{
bit[] = "";
bit[] = "";
bit[] = "";
}
if (yy == _y)
{
bit[] = "";
bit[] = "";
bit[] = "";
}
return bit;
}
//权值检索
void OnWeightNumberFind(Transform tts, string keys)
{
string[] bit = OnWeightRange(tts);
uint[] bbt = new uint[];
for (int i = ; i < ; i++)
{
if (bit[i] != "")
{
if (tts.parent.Find(bit[i]).GetComponent<keyRoot>().keys == keys)
{
bbt[i] = OnConvert(i);
}
else
{
bbt[i] = ;
}
}
else
{
bbt[i] = ;
}
} uint tb = ;
for (int i = ; i < ; i++)
{
tb |= bbt[i];
}
for (int k = ; k < ; k++)
{
tts.GetChild(k).GetComponent<AutoTileShow>().Weight = (int)(GameModel.getInstance().weightSprite[tb][k]);
tts.GetChild(k).GetComponent<AutoTileShow>().open = true;
}
}
//转换
uint OnConvert(int i)
{
uint ty = ;
switch (i)
{
case : ty = ;
break;
case : ty = ;
break;
case : ty = ;
break;
case : ty = ;
break;
case : ty = ;
break;
case : ty = ;
break;
case : ty = ;
break;
case : ty = ;
break;
}
return ty;
}
}
using UnityEngine;
using System.Collections; public class AutoTileShow : MonoBehaviour
{
int i = ;
private Sprite m_Image;
public bool open = true;
Sprite[] sp; void Start()
{
if (!gameObject.GetComponent<SpriteRenderer>())
{
m_Image = gameObject.AddComponent<SpriteRenderer>().sprite;
} sp = new Sprite[];//图片数据临时存放
} float timebattle;
public string keys;
public int Weight;
int maxTotal = ;
void Update()
{ timebattle -= Time.deltaTime;
if (timebattle <= )
{
timebattle = .2f;//闪烁频率 if (open)
{
switch (keys)
{
case "play0":
case "play2":
case "play3":
case "play4":
case "play5":
case "play6":
case "play7":
case "play8":
case "play9":
case "play10":
case "play11":
case "play12":
case "play13":
case "play14":
case "play15":
case "play16":
case "play17":
case "play18":
case "play19":
case "play20":
case "play21":
case "play22":
case "play23": maxTotal = ;
break;
case "play24":
case "play25": maxTotal = ;
break; case "play26":
case "play27":
case "play28":
case "play29":
case "play30":
case "play31":
case "play32": maxTotal = ;
break;
default: break;
}
sp = OnDirectionAutoTile(keys, Weight); open = false;
}
if (i > maxTotal - )
{
i = ;
}
m_Image = sp[i];
gameObject.GetComponent<SpriteRenderer>().sprite = m_Image;
i++;
}
} public Sprite[] OnDirectionAutoTile(string key, int number)
{
Sprite[] mapTile = new Sprite[];
mapTile = GameModel.getInstance()._TileSprite[number + "," + key];
return mapTile;
}
}

这么一贴,估计没几个朋友有兴趣继续看下去了。

好吧。上demo

链接:http://pan.baidu.com/s/1hrdKyHm 密码:h6wl

有什么不懂的,可以在 年后10天,提问