DESKTOP-FB72PO8\Administrator 20 hours ago
parent
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c0861d2735

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+    - target: {fileID: 2579613789551132574, guid: e925951f87f5df24392c535f597b31aa, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: e925951f87f5df24392c535f597b31aa, type: 3}
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   m_ObjectHideFlags: 0
@@ -9631,6 +9761,71 @@ Transform:
   m_Children: []
   m_Father: {fileID: 21371308}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1001 &1522735223
+PrefabInstance:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Modification:
+    serializedVersion: 3
+    m_TransformParent: {fileID: 0}
+    m_Modifications:
+    - target: {fileID: 2496412622083501486, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_Mesh
+      value: 
+      objectReference: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
+    - target: {fileID: 3828224646518961520, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_Name
+      value: LevelBattle02
+      objectReference: {fileID: 0}
+    - target: {fileID: 3828224646518961520, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalPosition.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalPosition.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalPosition.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalRotation.w
+      value: 1
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalRotation.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalRotation.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalRotation.z
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.x
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.y
+      value: 0
+      objectReference: {fileID: 0}
+    - target: {fileID: 8260501188212286327, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
+      propertyPath: m_LocalEulerAnglesHint.z
+      value: 0
+      objectReference: {fileID: 0}
+    m_RemovedComponents: []
+    m_RemovedGameObjects: []
+    m_AddedGameObjects: []
+    m_AddedComponents: []
+  m_SourcePrefab: {fileID: 100100000, guid: 2ccf23cfa2024034ab7bb91f48db8535, type: 3}
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@@ -13503,3 +13698,6 @@ SceneRoots:
   - {fileID: 59330909}
   - {fileID: 2481812744647472}
   - {fileID: 412876770}
+  - {fileID: 1522735223}
+  - {fileID: 221259014}
+  - {fileID: 1221725229}

+ 93 - 96
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/CombatSenceController.cs

@@ -38,7 +38,7 @@ namespace GameLogic.Combat.CombatTool
 
         private SceneMonoConfig SceneMonoConfig;
 
-        private RandomAllMap RandomAllMap;
+        // private RandomAllMap RandomAllMap;
 
         private float shengShiRan;
         // private List
@@ -66,10 +66,10 @@ namespace GameLogic.Combat.CombatTool
             lasetPos = new Vector3(0, 20, 0);
             await cTaskAwaitBuffer.WaitAll();
             currBesselPath = InitBesselPath(lasetPos);
-            SceneMonoConfig.Init(Camera.main.transform.parent);
-            RandomAllMap = new RandomAllMap();
-            RandomAllMap.Init(moveRoot, SceneMonoConfig);
-            RandomAllMap.Update();
+            SceneMonoConfig.Init(Camera.main.transform.parent,moveRoot);
+            // RandomAllMap = new RandomAllMap();
+            // RandomAllMap.Init(moveRoot, SceneMonoConfig);
+            // RandomAllMap.Update();
         }
 
 
@@ -121,92 +121,92 @@ namespace GameLogic.Combat.CombatTool
             // InitButton(besselPath);
         }
 
-        private async CTask InitRoadside(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.roadside;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                int odds = Random.Range(0, 100);
-                p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
-
-        private async CTask InitRoadside_1(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                int odds = Random.Range(0, 100);
-                p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
-
-        private async CTask InitButton(CombatSencePath besselPath)
-        {
-            SceneConfig sceneConfig = SceneMonoConfig.button;
-            int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
-            for (int i = 0; i < count; i++)
-            {
-                SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
-                if (sceneObjectConfig == null)
-                {
-                    continue;
-                }
-
-                float md = Random.Range(0.05f, 1f);
-                Vector3 p = besselPath.GetValue(md);
-                Vector3 p2 = besselPath.GetValue(md - 0.01f);
-                Vector3 dir = (p - p2);
-                Vector3 cross = Vector3.Cross(dir, Vector3.up);
-                cross = cross.normalized;
-                // int odds = Random.Range(0, 100);
-                p += cross * Random.Range(-20, 20);
-                SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
-                GameObject g = gameObjectPool.pool.own;
-                besselPath.allPool.Add(gameObjectPool);
-                float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
-                g.transform.position = new Vector3(p.x, y, p.z);
-                g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
-            }
-        }
+        // private async CTask InitRoadside(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.roadside;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(12, 25) * (odds < 50 ? 1 : -1);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
+
+        // private async CTask InitRoadside_1(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.roadside_1;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(40, 60) * (odds < 50 ? 1 : -1);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
+
+        // private async CTask InitButton(CombatSencePath besselPath)
+        // {
+        //     SceneConfig sceneConfig = SceneMonoConfig.button;
+        //     int count = Random.Range(sceneConfig.minCount, sceneConfig.maxCount);
+        //     for (int i = 0; i < count; i++)
+        //     {
+        //         SceneObjectConfig sceneObjectConfig = sceneConfig.GetSceneObjectConfig();
+        //         if (sceneObjectConfig == null)
+        //         {
+        //             continue;
+        //         }
+        //
+        //         float md = Random.Range(0.05f, 1f);
+        //         Vector3 p = besselPath.GetValue(md);
+        //         Vector3 p2 = besselPath.GetValue(md - 0.01f);
+        //         Vector3 dir = (p - p2);
+        //         Vector3 cross = Vector3.Cross(dir, Vector3.up);
+        //         cross = cross.normalized;
+        //         // int odds = Random.Range(0, 100);
+        //         p += cross * Random.Range(-20, 20);
+        //         SceneDecoration gameObjectPool = await GetSceneDecoration(sceneObjectConfig);
+        //         GameObject g = gameObjectPool.pool.own;
+        //         besselPath.allPool.Add(gameObjectPool);
+        //         float y = Random.Range(sceneObjectConfig.minY, sceneObjectConfig.maxY);
+        //         g.transform.position = new Vector3(p.x, y, p.z);
+        //         g.transform.eulerAngles = new Vector3(-90, 0, Random.Range(0, 360));
+        //     }
+        // }
 
         private async CTask<SceneDecoration> GetSceneDecoration(SceneObjectConfig sceneObjectConfig)
         {
@@ -309,7 +309,7 @@ namespace GameLogic.Combat.CombatTool
 
         public void Update(float t)
         {
-            SceneMonoConfig?.Update();
+            SceneMonoConfig?.UpdateScene();
             if (currBesselPath != null)
             {
                 currBesselPath.Update(t);
@@ -320,10 +320,7 @@ namespace GameLogic.Combat.CombatTool
                 NextBesselPath.Update(t);
             }
 
-            if (RandomAllMap != null)
-            {
-                RandomAllMap.Update();
-            }
+            
 
             if (_isUpdateShengShi)
             {

+ 10 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs

@@ -0,0 +1,10 @@
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneCJ2MonoConfig : SceneMonoConfigBasic
+    {
+        protected override void ProUpdate()
+        {
+            
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneCJ2MonoConfig.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 43f1d0747d2d4b1ab0a3a298f9db7f35
+timeCreated: 1755068477

+ 69 - 14
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfig.cs

@@ -1,33 +1,88 @@
+using System.Collections.Generic;
+using Fort23.UTool;
 using OfficeOpenXml.FormulaParsing.Excel.Functions.Math;
 using UnityEngine;
+using Utility;
 
 namespace GameLogic.Combat.CombatTool.SceneTool
 {
-    public class SceneMonoConfig : MonoBehaviour
+    public class SceneMonoConfig : SceneMonoConfigBasic
     {
         public GameObject[] allObject;
         public float radius;
         public string dec;
-        public SceneConfig roadside;
-        public SceneConfig roadside_1;
-        public SceneConfig button;
 
-        public GameObject skyObejct;
+        // private Transform root;
 
-        public Material shengShiMaterial;
-        private Transform root;
+        private SceneMonoConfig sceneMonoConfig;
 
-        public void Init(Transform root)
+        private Map<int, GameObjectPool> _allGameObjectPools = new Map<int, GameObjectPool>();
+
+        protected override void ProInit()
         {
-            this.root = root;
-            roadside.Init();
-            roadside_1.Init();
-            button.Init();
+          
+            this.sceneMonoConfig = this;
+        }
+
+        protected override void ProUpdate()
+        {
+            Vector3 pos = moveRoot.position;
+            List<int> removeKey = new List<int>();
+            for (_allGameObjectPools.Begin(); _allGameObjectPools.Next();)
+            {
+                Vector3 objetcPos = _allGameObjectPools.Value.own.transform.position;
+                if (Vector3.Distance(pos, objetcPos) > 300)
+                {
+                    removeKey.Add(_allGameObjectPools.Key);
+                    GObjectPool.Instance.Recycle(_allGameObjectPools.Value);
+                    // _allGameObjectPools.Value.SetActive(false);
+                }
+            }
+
+            for (int i = 0; i < removeKey.Count; i++)
+            {
+                _allGameObjectPools.Remove(removeKey[i]);
+            }
+
+
+            float radius = sceneMonoConfig.radius;
+            int x = (int)(pos.x / radius);
+            int z = (int)(pos.z / radius);
+            float xStartInit = x;
+            float zStartInit = z;
+            for (int i = -3; i <= 3; i++)
+            {
+                for (int j = -3; j <= 4; j++)
+                {
+                    // if (i == 0 && j == 0)
+                    // {
+                    //     continue;
+                    // }
+
+                    float currX = (xStartInit + i) * radius;
+                    float currZ = (zStartInit + j) * radius;
+                    int key = (int)(currX * 1000 + currZ);
+                    if (_allGameObjectPools.ContainsKey(key))
+                    {
+                        continue;
+                    }
+
+                    GameObjectPool gameObjectPool = GetObejct();
+                    float y = Random.Range(-2, 0);
+                    gameObjectPool.own.transform.position = new Vector3(currX, y, currZ);
+                    _allGameObjectPools.Add(key, gameObjectPool);
+                }
+            }
         }
 
-        public void Update()
+        private GameObjectPool GetObejct()
         {
-            skyObejct.transform.position = new Vector3(root.position.x, 0, root.position.z);
+            int index = Random.Range(0, sceneMonoConfig.allObject.Length);
+            GameObject gameObject = sceneMonoConfig.allObject[index];
+            // GameObject go = GameObject.Instantiate(gameObject);
+            GameObjectPool gameObjectPool =
+                GObjectPool.Instance.FetchAsyncForGameObject<GameObjectPool>(gameObject, gameObject.name);
+            return gameObjectPool;
         }
     }
 }

+ 35 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs

@@ -0,0 +1,35 @@
+using Fort23.UTool;
+using UnityEngine;
+
+namespace GameLogic.Combat.CombatTool.SceneTool
+{
+    public class SceneMonoConfigBasic: MonoBehaviour
+    {
+        public GameObject skyObejct;
+
+        public Material shengShiMaterial;
+        protected Transform root;
+        protected Transform moveRoot;
+        public void Init(Transform root,Transform moveRoot)
+        {
+            this.root = root;
+            this.moveRoot = moveRoot;
+            ProInit();
+        }
+
+        protected virtual void ProInit()
+        {
+            
+        }
+
+        public void UpdateScene()
+        {
+            skyObejct.transform.position = new Vector3(root.position.x, 0, root.position.z);
+            ProUpdate();
+        }
+        protected virtual void ProUpdate()
+        {
+            
+        }
+    }
+}

+ 3 - 0
Assets/Scripts/GameLogic/Combat/CombatTool/SceneTool/SceneMonoConfigBasic.cs.meta

@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 5342693c698b4ee5a1dba9d34a13b73e
+timeCreated: 1755067965