EditorPlugin.cs 8.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Text;
  4. using CommonLang.Xml;
  5. using System.Xml;
  6. using System.IO;
  7. using CommonLang;
  8. namespace CommonAI.Zone.ZoneEditor.Plugin
  9. {
  10. // 编辑器发送到场景的消息
  11. namespace EditorToScene
  12. {
  13. /// <summary>
  14. /// 地形数据通知
  15. /// </summary>
  16. public class MsgSetScene
  17. {
  18. public string ProjectName;
  19. public string FileName;
  20. public string ResourceDir;
  21. public string ResourceProperty;
  22. public ZoneInfo Data;
  23. }
  24. /// <summary>
  25. /// 增加单位数据,如果单位已存在,则更新信息
  26. /// </summary>
  27. public class MsgPutUnit
  28. {
  29. public UnitData Data;
  30. public UnitInfo UnitData;
  31. }
  32. /// <summary>
  33. /// 增加物品数据,如果单位已存在,则更新信息
  34. /// </summary>
  35. public class MsgPutItem
  36. {
  37. public ItemData Data;
  38. public ItemTemplate Item;
  39. }
  40. /// <summary>
  41. /// 增加单位数据,如果单位已存在,则更新信息
  42. /// </summary>
  43. public class MsgPutPoint
  44. {
  45. public PointData Data;
  46. }
  47. /// <summary>
  48. /// 增加单位数据,如果单位已存在,则更新信息
  49. /// </summary>
  50. public class MsgPutRegion
  51. {
  52. public RegionData Data;
  53. }
  54. /// <summary>
  55. /// 增加装饰物数据,如果单位已存在,则更新信息
  56. /// </summary>
  57. public class MsgPutDecoration
  58. {
  59. public DecorationData Data;
  60. }
  61. /// <summary>
  62. /// 增加区域数据,如果单位已存在,则更新信息
  63. /// </summary>
  64. public class MsgPutArea
  65. {
  66. public AreaData Data;
  67. }
  68. /// <summary>
  69. /// 删除一个单位
  70. /// </summary>
  71. public class MsgRemoveObject
  72. {
  73. public string Name;
  74. }
  75. /// <summary>
  76. /// 单位被重命名
  77. /// </summary>
  78. public class MsgRenameObject
  79. {
  80. public string SrcName;
  81. public string DstName;
  82. }
  83. /// <summary>
  84. /// 由编辑器UI层选中一个单位
  85. /// </summary>
  86. public class MsgSelectObject
  87. {
  88. public string Name;
  89. /// <summary>
  90. /// 摄像机是否聚焦此单位
  91. /// </summary>
  92. public bool IsLocateCamera;
  93. }
  94. /// <summary>
  95. /// 设置是否显示地形阻挡
  96. /// </summary>
  97. public class MsgShowTerrain
  98. {
  99. public bool Show;
  100. }
  101. /// <summary>
  102. /// 定位摄像机
  103. /// </summary>
  104. public class MsgLocateCamera
  105. {
  106. public float X;
  107. public float Y;
  108. }
  109. /// <summary>
  110. /// 设置笔刷
  111. /// </summary>
  112. public class MsgSetTerrainBrush
  113. {
  114. public enum BrushType
  115. {
  116. Round,
  117. Rectangle,
  118. }
  119. public int ARGB = (int)(0x7F00FF00L);
  120. public int Size = 1;
  121. public BrushType Brush = BrushType.Round;
  122. public static float[] ToARGB_F(int ARGB)
  123. {
  124. float[] argb = new float[4];
  125. argb[0] = ((ARGB >> 24) & 0xFF) / 255f;
  126. argb[1] = ((ARGB >> 16) & 0xFF) / 255f;
  127. argb[2] = ((ARGB >> 8 ) & 0xFF) / 255f;
  128. argb[3] = ((ARGB ) & 0xFF) / 255f;
  129. return argb;
  130. }
  131. public static int FromARGB_F(float[] argb)
  132. {
  133. int ARGB = 0;
  134. ARGB |= ((int)(argb[0] * 255)) << 24;
  135. ARGB |= ((int)(argb[1] * 255)) << 16;
  136. ARGB |= ((int)(argb[2] * 255)) << 8;
  137. ARGB |= ((int)(argb[3] * 255));
  138. return ARGB;
  139. }
  140. public static float[] ToRGBA_F(int ARGB)
  141. {
  142. float[] rgba = new float[4];
  143. rgba[3] = ((ARGB >> 24) & 0xFF) / 255f;
  144. rgba[0] = ((ARGB >> 16) & 0xFF) / 255f;
  145. rgba[1] = ((ARGB >> 8 ) & 0xFF) / 255f;
  146. rgba[2] = ((ARGB) & 0xFF) / 255f;
  147. return rgba;
  148. }
  149. public static int FromRGBA_F(float[] rgba)
  150. {
  151. int ARGB = 0;
  152. ARGB |= ((int)(rgba[3] * 255)) << 24;
  153. ARGB |= ((int)(rgba[0] * 255)) << 16;
  154. ARGB |= ((int)(rgba[1] * 255)) << 8;
  155. ARGB |= ((int)(rgba[2] * 255));
  156. return ARGB;
  157. }
  158. }
  159. /// <summary>
  160. /// 设置编辑模式
  161. /// </summary>
  162. public class MsgSetEditorMode
  163. {
  164. public const int MODE_OBJECT = 0;
  165. public const int MODE_TERRAIN = 1;
  166. public int Mode = MODE_OBJECT;
  167. }
  168. }
  169. // 场景发回编辑器的消息
  170. namespace SceneToEditor
  171. {
  172. /// <summary>
  173. /// 场景初始化状态
  174. /// </summary>
  175. public class RspEditorState
  176. {
  177. public const int STATE_SUCCEED = 1;
  178. public int State = STATE_SUCCEED;
  179. }
  180. /// <summary>
  181. /// 设置笔刷
  182. /// </summary>
  183. public class RspTerrainBrushChanged
  184. {
  185. public int Size = 1;
  186. }
  187. /// <summary>
  188. /// 有单位被选中
  189. /// </summary>
  190. public class RspOnObjectSelected
  191. {
  192. public string Name;
  193. public bool Selected;
  194. }
  195. /// <summary>
  196. /// 有单位位置改变
  197. /// </summary>
  198. public class RspObjectPositionChanged
  199. {
  200. public string Name;
  201. public float x;
  202. public float y;
  203. }
  204. /// <summary>
  205. /// 有单位尺寸改变
  206. /// </summary>
  207. public class RspObjectSizeChanged
  208. {
  209. public string Name;
  210. public float x;
  211. public float y;
  212. }
  213. /// <summary>
  214. /// 有单位方向改变
  215. /// </summary>
  216. public class RspObjectDirectionChanged
  217. {
  218. public string Name;
  219. public float dir;
  220. }
  221. /// <summary>
  222. /// 路点链接数据改变
  223. /// </summary>
  224. public class RspPointLinkChanged
  225. {
  226. public string SrcPointName;
  227. public string DstPointName;
  228. }
  229. /// <summary>
  230. /// 最终回馈场景地形数据
  231. /// </summary>
  232. public class RspZoneFlagChanged
  233. {
  234. /// <summary>
  235. /// 场景坐标
  236. /// </summary>
  237. public int SceneX;
  238. /// <summary>
  239. /// 场景坐标
  240. /// </summary>
  241. public int SceneY;
  242. /// <summary>
  243. /// 标志
  244. /// </summary>
  245. public int Flag;
  246. public RspZoneFlagChanged() { }
  247. public RspZoneFlagChanged(int x, int y, int flag)
  248. {
  249. this.SceneX = x;
  250. this.SceneY = y;
  251. this.Flag = flag;
  252. }
  253. public override bool Equals(object obj)
  254. {
  255. if (obj is RspZoneFlagChanged)
  256. {
  257. RspZoneFlagChanged other = obj as RspZoneFlagChanged;
  258. return other.Flag == this.Flag && other.SceneX == this.SceneX && other.SceneY == this.SceneY;
  259. }
  260. return false;
  261. }
  262. public override int GetHashCode()
  263. {
  264. return base.GetHashCode();
  265. }
  266. }
  267. /// <summary>
  268. /// 最终回馈场景地形数据
  269. /// </summary>
  270. public class RspZoneFlagBathChanged
  271. {
  272. public List<RspZoneFlagChanged> Flags = new List<RspZoneFlagChanged>();
  273. }
  274. /// <summary>
  275. /// 摄像机位置或者尺寸改变
  276. /// </summary>
  277. public class RspCameraChanged
  278. {
  279. public float X;
  280. public float Y;
  281. public float W;
  282. public float H;
  283. }
  284. }
  285. public class EditorMessageDecoder
  286. {
  287. public static object DecodeMessage(string text)
  288. {
  289. byte[] buffer = Convert.FromBase64String(text);
  290. string xml = Encoding.UTF8.GetString(buffer);
  291. XmlDocument doc = new XmlDocument();
  292. doc.LoadXml(xml);
  293. object obj = XmlUtil.XmlToObject(doc);
  294. return obj;
  295. }
  296. public static string EncodeMessage(object msg)
  297. {
  298. XmlDocument doc = XmlUtil.ObjectToXml(msg);
  299. string text = doc.OuterXml;
  300. string str = Convert.ToBase64String(Encoding.UTF8.GetBytes(text));
  301. return str;
  302. }
  303. }
  304. }