using System.Collections; using System.Collections.Generic; using UnityEngine; namespace WildAttack { public class WayPointEditor : MonoBehaviour { private void Awake() { StartCoroutine(WayPointModule.GetInstance().LoadCSV("wayPoint.csv", () => { CreateWayPoint(); })); } // Start is called before the first frame update void Start() { //CreateWayPoint(); } // Update is called once per frame void Update() { } public void CreateWayPoint() { // 读表get坐标 Vector3[] ve3Arr = new Vector3[3]; for (int i = 0; i < ve3Arr.Length; i++) { Vector2 ve2 = WayPointModule.GetInstance().GetDataByGroup(i + 1)[0].wayPoint[0]; ve3Arr[i] = new Vector3(ve2.x, 35, ve2.y); } Dictionary dataDic = WayPointModule.GetInstance().GetWayPointDic(); for (int i = 0; i < dataDic.Count; i++) { Color color; if (dataDic[i + 1].spawnGroup == 1) { color = Color.red; } else if (dataDic[i + 1].spawnGroup == 2) { color = Color.blue; } else if (dataDic[i + 1].spawnGroup == 3) { color = Color.green; } else { color = Color.yellow; } for (int k = 0; k < dataDic[i + 1].wayPoint.Count; k++) { GameObject obj = Instantiate(Resources.Load("WayPoint")); obj.AddComponent().Init(i, k, dataDic[i + 1].wayPoint[k], color); } } // getY轴坐标 //foreach (var item in wayPointObjs) //{ // Ray ray = new Ray(item.transform.position, -item.transform.up); // RaycastHit hitInfo; // if (Physics.Raycast(ray, out hitInfo, 100, 1 << LayerMask.NameToLayer("Plane"))) // { // if (hitInfo.collider.gameObject.layer == LayerMask.NameToLayer("Plane")) // { // item.transform.position = new Vector3(item.transform.position.x, hitInfo.point.y, item.transform.position.z); // } // } //} } } }