Files
aibis-dream/Assets/Scripts/MiniGame/BlockPuzzle/Class/BlockPuzzleGridEx.cs
T
2025-11-28 21:37:11 +08:00

76 lines
3.0 KiB
C#

using UnityEngine;
namespace AibisDream
{
public static class BlockPuzzleGridEx
{
public static SnapResult TrySnapToGrid(this IBlockPuzzleGrid grid, BlockShape shape)
{
// 预制错误结果作为返回值
SnapResult result = new SnapResult
{
canSnap = false,
snapPosition = shape.transform.position,
gridX = 0,
gridY = 0,
distance = float.MaxValue
};
// 将Shape的世界坐标转换为网格坐标(可以是虚拟坐标)
bool inGrid = grid.WorldToGrid(shape.transform.position, out int gridX, out int gridY);
if (!inGrid) return result;
// 将形状的所有格子转换为网格坐标
// gridX, gridY 是形状的 (0, 0) 点在网格中的位置
Vector2Int[] gridCells = ConvertShapeToGridCells(shape, gridX, gridY);
result.gridX = gridX;
result.gridY = gridY;
result.snapPosition = grid.GridToWorld(gridX, gridY);
// 逐个坐标验证是否可以放置
var canPlace = grid.CanPlace(gridCells, out bool[] results);
if (!canPlace) return result;
result.canSnap = true;
result.distance = Vector3.Distance(shape.transform.position, result.snapPosition);
return result;
}
/// <summary>
/// 将形状的相对坐标转换为网格坐标
/// 已知形状的 (0, 0) 点在网格中的位置为 (gridX, gridY),将形状的其他格子坐标转换为网格坐标
/// </summary>
/// <param name="shape">形状</param>
/// <param name="gridX">网格X坐标(形状左下角位置,即形状的 (0, 0) 点对应的网格坐标)</param>
/// <param name="gridY">网格Y坐标(形状左下角位置,即形状的 (0, 0) 点对应的网格坐标)</param>
/// <returns>形状所有格子在网格中的坐标数组</returns>
public static Vector2Int[] ConvertShapeToGridCells(IBlockShape shape, int gridX, int gridY)
{
if (shape == null)
{
return new Vector2Int[0];
}
Vector2Int[] blockPositions = shape.GetBlockPositions();
if (blockPositions == null || blockPositions.Length == 0)
{
return new Vector2Int[0];
}
Vector2Int[] gridCells = new Vector2Int[blockPositions.Length];
for (int i = 0; i < blockPositions.Length; i++)
{
// 将形状的相对坐标转换为网格坐标
// 形状的 (0, 0) 对应网格的 (gridX, gridY)
// 形状的 (blockPos.x, blockPos.y) 对应网格的 (gridX + blockPos.x, gridY + blockPos.y)
gridCells[i] = new Vector2Int(
gridX + blockPositions[i].x,
gridY + blockPositions[i].y
);
}
return gridCells;
}
}
}