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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
/// <summary>
/// 用于TopDown的Transform,支持模拟垂直高度,不允许旋转和缩放
/// TopDownTransform的父节点必须也是TopDownTransform,Transform的父节点可以是TopDownTransform
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(Transform))]
public class TopDownTransform : MonoBehaviour
{
// 右手系
// z
// |
// | /y
// | /
// |/______x
// x, y, z ( z = height)
[SerializeField] private Vector3 m_LocalPosition;
// 只能绕一个虚拟轴旋转
//[SerializeField] private float m_LocalRotation;
// x, z
//[SerializeField] private Vector2 m_LocalScale;
public Vector3 localPosition
{
get
{
return m_LocalPosition;
}
set
{
m_LocalPosition = value;
Project();
}
}
public float x
{
get
{
return m_LocalPosition.x;
}
set
{
m_LocalPosition.x = value;
Project();
}
}
public float y
{
get
{
return m_LocalPosition.y;
}
set
{
m_LocalPosition.y = value;
Project();
}
}
public float z
{
get
{
return m_LocalPosition.z;
}
set
{
m_LocalPosition.z = value;
Project();
}
}
public float height
{
get
{
return z;
}
set
{
z = value;
}
}
/// <summary>
/// 全局坐标
/// </summary>
public Vector3 position
{
get
{
Vector3 pos = m_LocalPosition;
Transform self = this.transform;
while(self.parent != null)
{
TopDownTransform parentTransform = self.parent.GetComponent<TopDownTransform>();
if (parentTransform == null)
{
Debug.LogError("Parent is not TopDownTransform");
continue;
}
pos += parentTransform.m_LocalPosition;
self = self.parent;
}
return pos;
}
set
{
Vector3 pos = value;
Transform self = this.transform;
while (self.parent != null)
{
TopDownTransform parentTransform = self.parent.GetComponent<TopDownTransform>();
if (parentTransform == null)
{
Debug.LogError("Parent is not TopDownTransform");
continue;
}
pos -= parentTransform.m_LocalPosition;
self = self.parent;
}
m_LocalPosition = pos;
Project();
}
}
/// <summary>
/// 地表坐标(Topdown空间)
/// </summary>
public Vector3 positionOnGround
{
get
{
Vector3 pos = position;
pos.z = 0;
return pos;
}
set
{
Vector3 pos = position;
pos.x = value.x;
pos.y = value.y;
position = pos;
Project();
}
}
/// <summary>
/// “投影”,把坐标转换到Transform上
/// </summary>
public void Project()
{
Vector3 pos = transform.localPosition;
pos.x = m_LocalPosition.x;
pos.y = m_LocalPosition.y + m_LocalPosition.z;
transform.localPosition = pos;
}
private void Awake()
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
if (sr)
{
gameObject.AddOrGetComponent<TopDownSorting>();
//gameObject.AddOrGetComponent<TopDownShadowCaster>();
}
}
private void Update()
{
Project();
}
#region 转换到Transform坐标
public Vector3 GetProjectedPosition()
{
Vector3 posTD = position;
Vector3 pos = new Vector3();
pos.x = posTD.x;
pos.y = posTD.y + posTD.z;
pos.z = transform.position.z;
return pos;
}
/// <summary>
/// 注意是在3D空间下
/// </summary>
/// <returns></returns>
public Vector3 GetProjectedGroundPosition()
{
Vector3 posTD = position;
Vector3 pos = new Vector3();
pos.x = posTD.x;
pos.y = posTD.y;
pos.z = transform.position.z;
return pos;
}
#endregion
#if UNITY_EDITOR
private void OnDrawGizmos()
{
Vector3 start = TopDownUtils.Project(position);
Vector3 end = TopDownUtils.Project(positionOnGround);
Handles.DrawDottedLine(start, end, 1f);
Handles.DrawWireCube(end, new Vector3(0.1f, 0.1f, 0f));
}
#endif
}
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