Unity 使用tiledmap解析地图的详细过程
作者:Cuijiahao
这篇文章主要介绍了Unity 使用tiledmap解析地图,本文通过图文实例相结合给大家介绍的非常详细,对大家的学习或工作具有一定的参考借鉴价值,需要的朋友可以参考下
1、先使用tiledmap编辑地图,图层用来刷图块,对象用来定义单个格子的数据
2、为每个图块调属性
3、图块需要单独配置属性的就必须创建对象,并设置值
右键设置属性
4、导出json文件
5、代码如下,详细看相应注释
using SimpleJSON; using System.Collections; using System.Collections.Generic; using UnityEngine; public class tmx : MonoBehaviour { void Start() { TextAsset text = Resources.Load<TextAsset>(string.Format("{0}/{1}", Const.CONFIG_TMX_PATH, "map1"));//加载tmx文件 JSONNode data = JSONNode.Parse(text.text).AsObject;//将tmx文本转化为json对象 //1、对象层操作 Dictionary<string, JSONNode> objectsDic = new Dictionary<string, JSONNode>(); string layers_objects = data["layers"][1]["objects"].ToString(); JSONArray arr_layers_objects = JSONNode.Parse(layers_objects).AsArray; int tilewidth = int.Parse(data["tilewidth"]);//获取格子宽 int tileheight = int.Parse(data["tileheight"]);//获取格子高 foreach (var obj in arr_layers_objects)//遍历所有对象层上的对象 { int key_x = obj.Value["x"] / tilewidth;//格子x轴 除以 格子宽得出这个对象在x轴第几个格子内 int key_y = obj.Value["y"] / tileheight;//格子y轴 除以 格子高 得出这个对象在y轴第几个格子内 objectsDic[string.Format("{0}-{1}", key_y, key_x)] = obj.Value["properties"];//将对象里的值保存到对应格子内 } //图层 string layers_data = data["layers"][0]["data"].ToString();//获取图层内的二维数组 JSONArray arr_layers_data = JSONNode.Parse(layers_data).AsArray; JSONNode tileproperties = data["tilesets"][0]["tileproperties"];//获取对应图层二维数组内的格子对象 //int tilesets = int.Parse(tileproperties["1"]["ID"]); int col = int.Parse(data["width"]);//获取横向有多少个格子 int row = int.Parse(data["height"]);//获取纵向有多少个格子 float sprite_size = 0.66f;//每个方格64像素+空余2像素 Vector3 vec = new Vector3(-int.Parse((col / 2).ToString()) * sprite_size, int.Parse((row / 2).ToString()) * sprite_size, 0); for (int i = 0; i < row; i++)//从左向右 { for (int j = 0; j < col; j++)//从上到下 { int gid = arr_layers_data[j + i * col] - 1;//获取二维数组里的值 if (gid == -1)//如果此格子没有刷,则值为-1 continue; JSONNode Dic_Grid = tileproperties[gid.ToString()];//转换对应的格子对象 var go = Instantiate(Resources.Load(string.Format("{0}/{1}", Const.PREFAB_PATH, "Grid"))) as GameObject; go.name = string.Format("{0}_{1}_{2}", i, j, int.Parse(Dic_Grid["ID"]));//获取格子对象的ID go.transform.SetParent(transform); if (objectsDic.ContainsKey(string.Format("{0}-{1}", i, j))) { var __objectsDic = objectsDic[string.Format("{0}-{1}", i, j)]; if (__objectsDic["ROW"] != null && __objectsDic["COL"] != null) { int __col = int.Parse(__objectsDic["COL"]); int __row = int.Parse(__objectsDic["ROW"]); var start = vec + new Vector3(sprite_size * j, -sprite_size * i, 0); var end = vec + new Vector3(sprite_size * (j + __col - 1), -sprite_size * (i + __row - 1), 0); var pos = (start + end) / 2f; go.transform.localPosition = pos; go.GetComponent<SpriteRenderer>().size = new Vector2(go.GetComponent<SpriteRenderer>().size.x * __col + 0.02f * __col - 0.02f, 0.675f * __row + 0.02f * __row - 0.02f); } else if (__objectsDic["ROW"] != null) { var start = vec.y - sprite_size * i; var end = vec.y - sprite_size * (i + int.Parse(__objectsDic["ROW"]) - 1); var y = (start + end) / 2f; go.transform.localPosition = new Vector3(sprite_size * j + vec.x, y, 0); } else if (__objectsDic["COL"] != null) { var start = vec.x + sprite_size * j; var end = vec.x + sprite_size * (j + int.Parse(__objectsDic["COL"]) - 1); var x = (start + end) / 2f; go.transform.localPosition = new Vector3(x, -sprite_size * i + vec.y, 0); } else { go.transform.localPosition = vec + new Vector3(sprite_size * j, -sprite_size * i, 0); } } //if (Dic_Grid["ROW"] != null && Dic_Grid["COL"] != null) //{ // var start = vec + new Vector3(sprite_size * j, -sprite_size * i, 0); // var end = vec + new Vector3(sprite_size * (j + int.Parse(Dic_Grid["COL"]) - 1), -sprite_size * (i + int.Parse(Dic_Grid["ROW"]) - 1), 0); // var pos = (start + end) / 2f; // go.transform.localPosition = pos; //} //else if (Dic_Grid["ROW"] != null) //{ // var start = vec.y - sprite_size * i; // var end = vec.y - sprite_size * (i + int.Parse(Dic_Grid["ROW"]) - 1); // var y = (start + end) / 2f; // go.transform.localPosition = new Vector3(sprite_size * j + vec.x, y, 0); //} //else if (Dic_Grid["COL"] != null) //{ // var start = vec.x + sprite_size * j; // var end = vec.x + sprite_size * (j + int.Parse(Dic_Grid["COL"]) - 1); // var x = (start + end) / 2f; // go.transform.localPosition = new Vector3(x, -sprite_size * i + vec.y, 0); //} else { go.transform.localPosition = vec + new Vector3(sprite_size * j, -sprite_size * i, 0); } } } //Debug.Log(int.Parse((5 / 2).ToString())); } void Update() { } }
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