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							- 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 : SceneMonoConfigBasic
 
-     {
 
-         public Color fogColor;
 
-         public float fogStartDistance;
 
-         public float fogEndDistance;
 
-         public GameObject[] allObject;
 
-         public float radius;
 
-         public string dec;
 
-         // private Transform root;
 
-         private SceneMonoConfig sceneMonoConfig;
 
-         private Map<int, GameObjectPool> _allGameObjectPools = new Map<int, GameObjectPool>();
 
-         protected override void ProInit()
 
-         {
 
-             RenderSettings.fogColor= fogColor;
 
-             RenderSettings.fogStartDistance = fogStartDistance;
 
-             RenderSettings.fogEndDistance = fogEndDistance;
 
-             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) > 1600)
 
-                 {
 
-                     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 = -15; i <= 15; i++)
 
-             {
 
-                 for (int j = -15; j <= 15; 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);
 
-                     float xoff = Random.Range(-3.0f, 3.0f);
 
-                     float zoff = Random.Range(-2.0f, 2.0f);
 
-                     gameObjectPool.own.transform.position = new Vector3(currX+xoff, y, currZ+zoff);
 
-                     float ry = Random.Range(0, 360);
 
-                     Vector3 eulerAngles = gameObjectPool.own.transform.eulerAngles;
 
-                     gameObjectPool.own.transform.eulerAngles = new Vector3(eulerAngles.x, ry, eulerAngles.z);
 
-                     _allGameObjectPools.Add(key, gameObjectPool);
 
-                 }
 
-             }
 
-         }
 
-         private GameObjectPool GetObejct()
 
-         {
 
-             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);
 
-             gameObjectPool.own.transform.SetParent(this.gameObject.transform);
 
-             return gameObjectPool;
 
-         }
 
-         protected override void ProDispose()
 
-         {
 
-             // for (_allGameObjectPools.Begin(); _allGameObjectPools.Next();)
 
-             // {
 
-             //     GObjectPool.Instance.Recycle(_allGameObjectPools.Value);
 
-             // }
 
-             
 
-             _allGameObjectPools.Clear();
 
-         }
 
-     }
 
- }
 
 
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