备份1
40
AI-csharp.sln
Normal file
@@ -0,0 +1,40 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2008
|
||||
|
||||
Project("{0A40E3C9-1A3A-55C9-A374-28C6D194D0E5}") = "AI", "Assembly-CSharp-vs.csproj", "{B3C401E3-0B46-F31E-904E-DC08456CB035}"
|
||||
EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{B3C401E3-0B46-F31E-904E-DC08456CB035}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{B3C401E3-0B46-F31E-904E-DC08456CB035}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{B3C401E3-0B46-F31E-904E-DC08456CB035}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{B3C401E3-0B46-F31E-904E-DC08456CB035}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
GlobalSection(SolutionProperties) = preSolution
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||||
HideSolutionNode = FALSE
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EndGlobalSection
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||||
GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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$1.inheritsSet = null
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$1.scope = text/x-csharp
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$0.CSharpFormattingPolicy = $2
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||||
$2.inheritsSet = Mono
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||||
$2.inheritsScope = text/x-csharp
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||||
$2.scope = text/x-csharp
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$0.TextStylePolicy = $3
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$3.FileWidth = 120
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$3.TabWidth = 4
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$3.IndentWidth = 4
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$3.EolMarker = Unix
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$3.inheritsSet = Mono
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$3.inheritsScope = text/plain
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$3.scope = text/plain
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EndGlobalSection
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EndGlobal
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40
AI.sln
Normal file
@@ -0,0 +1,40 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2008
|
||||
|
||||
Project("{0A40E3C9-1A3A-55C9-A374-28C6D194D0E5}") = "AI", "Assembly-CSharp.csproj", "{B3C401E3-0B46-F31E-904E-DC08456CB035}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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||||
EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{B3C401E3-0B46-F31E-904E-DC08456CB035}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{B3C401E3-0B46-F31E-904E-DC08456CB035}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{B3C401E3-0B46-F31E-904E-DC08456CB035}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{B3C401E3-0B46-F31E-904E-DC08456CB035}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(MonoDevelopProperties) = preSolution
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StartupItem = Assembly-CSharp.csproj
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Policies = $0
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$0.TextStylePolicy = $1
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$1.inheritsSet = null
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$1.scope = text/x-csharp
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$0.CSharpFormattingPolicy = $2
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$2.inheritsSet = Mono
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$2.inheritsScope = text/x-csharp
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$2.scope = text/x-csharp
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$0.TextStylePolicy = $3
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$3.FileWidth = 120
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$3.TabWidth = 4
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$3.IndentWidth = 4
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$3.EolMarker = Unix
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$3.inheritsSet = Mono
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$3.inheritsScope = text/plain
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$3.scope = text/plain
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EndGlobalSection
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EndGlobal
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12
AI.userprefs
Normal file
@@ -0,0 +1,12 @@
|
||||
<Properties>
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" />
|
||||
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\_scr\_scr.cs">
|
||||
<Files>
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||||
<File FileName="Assets\_scr\_scr.cs" Line="88" Column="34" />
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||||
</Files>
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||||
</MonoDevelop.Ide.Workbench>
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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<BreakpointStore />
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</MonoDevelop.Ide.DebuggingService.Breakpoints>
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||||
<MonoDevelop.Ide.DebuggingService.PinnedWatches />
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</Properties>
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||||
67
Assembly-CSharp-vs.csproj
Normal file
@@ -0,0 +1,67 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>10.0.20506</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{B3C401E3-0B46-F31E-904E-DC08456CB035}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace></RootNamespace>
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<AssemblyName>Assembly-CSharp</AssemblyName>
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||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
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<BaseDirectory>Assets</BaseDirectory>
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||||
</PropertyGroup>
|
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>Temp\bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>Temp\bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.XML" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="UnityEngine">
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<HintPath>E:/work/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor">
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<HintPath>E:/work/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
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</Reference>
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||||
</ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\_ge.cs" />
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<Compile Include="Assets\Scripts\_scr.cs" />
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<Reference Include="UnityEngine.UI">
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<HintPath>E:/work/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.iOS.Extensions.Xcode">
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<HintPath>E:/work/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
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</Reference>
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</ItemGroup>
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||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
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</Target>
|
||||
<Target Name="AfterBuild">
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</Target>
|
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-->
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</Project>
|
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67
Assembly-CSharp.csproj
Normal file
@@ -0,0 +1,67 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>10.0.20506</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{B3C401E3-0B46-F31E-904E-DC08456CB035}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
|
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<RootNamespace></RootNamespace>
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<AssemblyName>Assembly-CSharp</AssemblyName>
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||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
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<FileAlignment>512</FileAlignment>
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<BaseDirectory>Assets</BaseDirectory>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
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<DebugSymbols>true</DebugSymbols>
|
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
|
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<OutputPath>Temp\bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>Temp\bin\Release\</OutputPath>
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||||
<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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||||
<WarningLevel>4</WarningLevel>
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<NoWarn>0169</NoWarn>
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</PropertyGroup>
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||||
<ItemGroup>
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||||
<Reference Include="System" />
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<Reference Include="System.XML" />
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||||
<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="UnityEngine">
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<HintPath>E:/work/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor">
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<HintPath>E:/work/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\_ge.cs" />
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||||
<Compile Include="Assets\Scripts\_scr.cs" />
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<Reference Include="UnityEngine.UI">
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||||
<HintPath>E:/work/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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</Reference>
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||||
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
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<HintPath>E:/work/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
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</Reference>
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</ItemGroup>
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||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
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</Target>
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-->
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||||
</Project>
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BIN
Assets/Ai.unity
Normal file
6
Assets/Ai.unity.meta
Normal file
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7
Assets/Res.meta
Normal file
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fileFormatVersion: 2
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assetBundleVariant:
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BIN
Assets/Res/DiMian_20x20.mat
Normal file
6
Assets/Res/DiMian_20x20.mat.meta
Normal file
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fileFormatVersion: 2
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7
Assets/Res/Materials.meta
Normal file
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BIN
Assets/Res/Materials/glow_ball3_green.mat
Normal file
6
Assets/Res/Materials/glow_ball3_green.mat.meta
Normal file
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Assets/Res/Materials/glow_ring_red.mat
Normal file
6
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Normal file
@@ -0,0 +1,6 @@
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BIN
Assets/Res/Materials/ring00.mat
Normal file
6
Assets/Res/Materials/ring00.mat.meta
Normal file
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fileFormatVersion: 2
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BIN
Assets/Res/Materials/star1.mat
Normal file
6
Assets/Res/Materials/star1.mat.meta
Normal file
@@ -0,0 +1,6 @@
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NativeFormatImporter:
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BIN
Assets/Res/brick.jpg
Normal file
|
After Width: | Height: | Size: 227 KiB |
53
Assets/Res/brick.jpg.meta
Normal file
@@ -0,0 +1,53 @@
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fileFormatVersion: 2
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TextureImporter:
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fileIDToRecycleName: {}
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spritePivot: {x: .5, y: .5}
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alphaIsTransparency: 0
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buildTargetSettings: []
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spriteSheet:
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sprites: []
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spritePackingTag:
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Assets/Res/brick.mat
Normal file
6
Assets/Res/brick.mat.meta
Normal file
@@ -0,0 +1,6 @@
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fileFormatVersion: 2
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BIN
Assets/Res/burlap.jpg
Normal file
|
After Width: | Height: | Size: 36 KiB |
53
Assets/Res/burlap.jpg.meta
Normal file
@@ -0,0 +1,53 @@
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mipmaps:
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31
Assets/Scripts/_ge.cs
Normal file
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class _ge : MonoBehaviour {
|
||||
|
||||
public Transform tp1, tp2;
|
||||
public Texture[] textures_ = new Texture[11];
|
||||
public int xfg_;
|
||||
|
||||
void Start () {
|
||||
//标记坐标
|
||||
// tp1.renderer.material.mainTexture = textures_[10];
|
||||
// tp2.renderer.material.mainTexture = textures_[5];
|
||||
if (xfg_ < 10)
|
||||
{
|
||||
tp1.GetComponent<Renderer>().material.mainTexture = textures_[10]; // 十位 空
|
||||
tp2.GetComponent<Renderer>().material.mainTexture = textures_[xfg_]; // 个位 数字
|
||||
}
|
||||
else if (xfg_ >= 10 && xfg_ <= 99)
|
||||
{
|
||||
int sw_ = (int)(xfg_ / 10); // 十位
|
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int gw_ = xfg_ - sw_ * 10; // 个位
|
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tp1.GetComponent<Renderer>().material.mainTexture = textures_[sw_];
|
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tp2.GetComponent<Renderer>().material.mainTexture = textures_[gw_];
|
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}
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}
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void Update () {
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}
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}
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410
Assets/Scripts/_scr.cs
Normal file
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class _scr : MonoBehaviour {
|
||||
|
||||
// copy_wt_=路墙 _begin=开始点 _end=结束点 msz_=数字 lsz_= 路
|
||||
public Transform copy_wt_, _begin, _end, msz_, lsz_;
|
||||
|
||||
// 设定随机数
|
||||
System.Random sj_;
|
||||
|
||||
// 产生随机种子
|
||||
int seekSeek = unchecked((int)System.DateTime.Now.Ticks);
|
||||
|
||||
// 物体数组
|
||||
Transform[] xso_;
|
||||
|
||||
// 产生物体数量
|
||||
int wtsl_ = 100;
|
||||
|
||||
// 20*20格 是否存在物体
|
||||
bool[,] wt_yn_ = new bool[21,21] ;
|
||||
int[,] wt_yn_int_ = new int[21, 21];
|
||||
|
||||
// xy位置
|
||||
int sjx_, sjy_;
|
||||
|
||||
void Start () {
|
||||
Debug.Log("QQ:23331122 小健 \n2014-04-06");
|
||||
Debug.Log("1、A键_刷新地形路线 \n2、鼠标左键_设置开始点 ");
|
||||
Debug.Log("3、鼠标右键_设置结束点 \n4、空格键_运算寻路");
|
||||
sj_ = new System.Random(seekSeek);
|
||||
xso_ = new Transform[wtsl_]; // 创建一个新物体数组
|
||||
}
|
||||
|
||||
void Update () {
|
||||
// A*算法寻路
|
||||
if (Input.GetKeyUp(KeyCode.Space))
|
||||
{
|
||||
// 开始点、结束点 必须在地图上
|
||||
Vector3 v3_begin = _begin.position ,v3_end = _end.position;
|
||||
if (v3_begin.x >= -10 && v3_begin.x <= 10 && v3_begin.z >= -10 && v3_begin.z <= 10 && v3_end.x >= -10 && v3_end.x <= 10 && v3_end.z >= -10 && v3_end.z <= 10)
|
||||
{
|
||||
// 调用公式,返回路程数组
|
||||
Vector2[] ok_v2_ = _Asuan_gs_(wt_yn_, new Vector2(v3_begin.x, v3_begin.z), new Vector2(v3_end.x, v3_end.z));
|
||||
int bcc_ = ok_v2_.Length;
|
||||
if (bcc_ > 0)
|
||||
{
|
||||
Debug.Log("步长:" + bcc_);
|
||||
if ((int)ok_v2_[0].x == (int)v3_end.x && (int)ok_v2_[0].y == (int)v3_end.z)
|
||||
{
|
||||
for (int vxy_ = 0; vxy_ < bcc_; vxy_++)
|
||||
{
|
||||
// Debug.Log("vxy_:" + vxy_ + " x:" + ok_v2_[vxy_].x + " y:" + ok_v2_[vxy_].y);
|
||||
|
||||
// msz_=数字 复制组件
|
||||
Transform szs_ = Instantiate(lsz_, new Vector3(ok_v2_[vxy_].x, 0.2f, ok_v2_[vxy_].y), Quaternion.Euler(0, 0, 0)) as Transform;
|
||||
// 将新组件物体层级修改到原来组件层
|
||||
szs_.parent = msz_.parent;
|
||||
// 将类 tag 改成 jjgam 方便以后群体删除
|
||||
szs_.tag = "jjgam";
|
||||
}
|
||||
Debug.Log("A*算法完成 QQ:23331122 小健 2014-04-06");
|
||||
}else
|
||||
{
|
||||
Debug.Log("无解_A_ QQ:23331122 小健 2014-04-06");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("无解_B_ QQ:23331122 小健 2014-04-06");
|
||||
}
|
||||
}else
|
||||
{
|
||||
Debug.Log("无解 _ 开始点、结束点 必须在地图上 QQ:23331122 小健 2014-04-06");
|
||||
}
|
||||
}
|
||||
|
||||
// 产生随机物体
|
||||
if (Input.GetKeyUp(KeyCode.A))
|
||||
{
|
||||
|
||||
Initialize_we_(); // 初始化物体位置
|
||||
|
||||
//地图大小 20*20 中心点 0,0 从 -10,-10 到 10,10
|
||||
for (int zc_ = 0; zc_ < wtsl_; zc_++)
|
||||
{
|
||||
bool gok_ = true;
|
||||
while (gok_)
|
||||
{
|
||||
sjx_ = suiji(0, 20);
|
||||
sjy_ = suiji(0, 20);
|
||||
if (wt_yn_[sjx_, sjy_] == false)
|
||||
{
|
||||
wt_yn_[sjx_, sjy_] = true;
|
||||
gok_ = false;
|
||||
break; // 跳出
|
||||
}
|
||||
}
|
||||
// 复制组件
|
||||
xso_[zc_] = Instantiate(copy_wt_, new Vector3(sjx_ - 10, 0.2f, sjy_ - 10), Quaternion.Euler(0, 0, 0)) as Transform;
|
||||
// 将新组件物体层级修改到原来组件层
|
||||
xso_[zc_].parent = copy_wt_.parent;
|
||||
// 获取附带在组件的脚本
|
||||
_ge ge_ = xso_[zc_].GetComponent<_ge>();
|
||||
// 设置数值
|
||||
ge_.xfg_ = suiji(0, 99);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0)) // 左键按下
|
||||
{
|
||||
Vector2 xxyy_ = PlayerMove(); // 获取世界坐标
|
||||
// Debug.Log("xxyy_x_" + xxyy_.x + " xxyy_y_" + xxyy_.y);
|
||||
if ((int)xxyy_.x != -99 && wt_yn_[(int)xxyy_.x + 10, (int)xxyy_.y + 10] == false)
|
||||
{
|
||||
_begin.position = new Vector3(xxyy_.x, 0.2f, xxyy_.y);
|
||||
}
|
||||
}
|
||||
if (Input.GetMouseButtonUp(1)) // 右键按下
|
||||
{
|
||||
Vector2 xxyy_ = PlayerMove(); // 获取世界坐标
|
||||
// Debug.Log("xxyy_x_" + xxyy_.x + " xxyy_y_" + xxyy_.y);
|
||||
if ((int)xxyy_.x != -99 && wt_yn_[(int)xxyy_.x + 10, (int)xxyy_.y + 10] == false)
|
||||
{
|
||||
_end.position = new Vector3(xxyy_.x, 0.2f, xxyy_.y);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// A*逻辑 bss_已经存在物体的位置true,op_开始点,ed_结束点
|
||||
Vector2[] _Asuan_gs_(bool[,] bss_, Vector2 op_, Vector2 ed_)
|
||||
{
|
||||
bool QiuJie_ = false;
|
||||
Vector2[] v2_s_ = new Vector2[0] ;
|
||||
|
||||
// 初始两个V2数组 用作交替存储扩散的位置
|
||||
Vector2[] lvup_ = new Vector2[0];
|
||||
Vector2[] lvup_B_ = new Vector2[0];
|
||||
|
||||
copy_sz_(new Vector2(op_.x, op_.y), 0); // 开始点显示数字0
|
||||
// Debug.Log("op_.x_=" + op_.x + " op_.y_=" + op_.y);
|
||||
wt_yn_int_[(int)op_.x+10, (int)op_.y+10] = 0;
|
||||
wt_yn_[(int)op_.x + 10, (int)op_.y + 10] = true;//标记为存在物体
|
||||
|
||||
lvup_ = add_v2_(lvup_, new Vector2(op_.x, op_.y)); // 添加临时V2数组,到下一个循环用作扩散
|
||||
|
||||
int kscss_ = 1 ;
|
||||
bool kuosan_ = true ; // 扩散
|
||||
int wjx_, wjy_;
|
||||
int ed_x = (int)ed_.x + 10, ed_y = (int)ed_.y + 10;
|
||||
while (kuosan_)
|
||||
{
|
||||
lvup_B_ = lvup_; // 交替存储
|
||||
lvup_ = new Vector2[0]; // 清空数组
|
||||
for (int wps_ = 0; wps_ < lvup_B_.Length; wps_++)
|
||||
{
|
||||
// 中心点
|
||||
Vector2 zxd_ = new Vector2(lvup_B_[wps_].x, lvup_B_[wps_].y);
|
||||
// Debug.Log("zxd_x_=" + zxd_.x + " zxd_y_=" + zxd_.y);
|
||||
|
||||
if (zxd_.x >= -10 && zxd_.x <= 10 && zxd_.y >= -10 && zxd_.y <= 10)
|
||||
{
|
||||
//向左扩散
|
||||
Vector2 zxd_L = new Vector2(zxd_.x - 1, zxd_.y);
|
||||
wjx_ = (int)zxd_L.x + 10;
|
||||
wjy_ = (int)zxd_L.y + 10;
|
||||
if (zxd_.x >= -10 && wjx_ >= 0 && wjx_ <= 20 && wjy_ >= 0 && wjy_ <= 20)
|
||||
{
|
||||
if (wt_yn_[wjx_, wjy_] == false)//如果此处没有物体或者没有被标记为数字,标记数字
|
||||
{
|
||||
wt_yn_[wjx_, wjy_] = true;
|
||||
copy_sz_(zxd_L, kscss_); // 显示数字
|
||||
wt_yn_int_[wjx_, wjy_] = kscss_;
|
||||
lvup_ = add_v2_(lvup_, new Vector2(wjx_-10, wjy_-10)); // 添加临时V2数组,到下一个循环用作扩散
|
||||
}
|
||||
}
|
||||
if (ed_x == wjx_ && ed_y == wjy_) // 成功,跳出
|
||||
{
|
||||
QiuJie_ = true;
|
||||
kuosan_ = false;
|
||||
break;
|
||||
};
|
||||
|
||||
//向右扩散
|
||||
Vector2 zxd_R = new Vector2(zxd_.x + 1, zxd_.y);
|
||||
wjx_ = (int)zxd_R.x + 10;
|
||||
wjy_ = (int)zxd_R.y + 10;
|
||||
if (zxd_.x <= 10 && wjx_ >= 0 && wjx_ <= 20 && wjy_ >= 0 && wjy_ <= 20)
|
||||
{
|
||||
if (wt_yn_[wjx_, wjy_] == false)//如果此处没有物体,标记数字
|
||||
{
|
||||
wt_yn_[wjx_, wjy_] = true;
|
||||
copy_sz_(zxd_R, kscss_); // 显示数字
|
||||
wt_yn_int_[wjx_, wjy_] = kscss_;
|
||||
lvup_ = add_v2_(lvup_, new Vector2(wjx_ - 10, wjy_ - 10)); // 添加临时V2数组,到下一个循环用作扩散
|
||||
}
|
||||
}
|
||||
if (ed_x == wjx_ && ed_y == wjy_) // 成功,跳出
|
||||
{
|
||||
QiuJie_ = true;
|
||||
kuosan_ = false;
|
||||
break;
|
||||
};
|
||||
|
||||
//向下扩散
|
||||
Vector2 zxd_D = new Vector2(zxd_.x, zxd_.y - 1);
|
||||
wjx_ = (int)zxd_D.x + 10;
|
||||
wjy_ = (int)zxd_D.y + 10;
|
||||
if (zxd_.y >= -10 && wjx_ >= 0 && wjx_ <= 20 && wjy_ >= 0 && wjy_ <= 20)
|
||||
{
|
||||
if (wt_yn_[wjx_, wjy_] == false)
|
||||
{
|
||||
wt_yn_[wjx_, wjy_] = true;
|
||||
copy_sz_(zxd_D, kscss_); // 显示数字
|
||||
wt_yn_int_[wjx_, wjy_] = kscss_;
|
||||
lvup_ = add_v2_(lvup_, new Vector2(wjx_ - 10, wjy_ - 10)); // 添加临时V2数组,到下一个循环用作扩散
|
||||
}
|
||||
}
|
||||
if (ed_x == wjx_ && ed_y == wjy_) // 成功,跳出
|
||||
{
|
||||
QiuJie_ = true;
|
||||
kuosan_ = false;
|
||||
break;
|
||||
};
|
||||
|
||||
//向上扩散
|
||||
Vector2 zxd_U = new Vector2(zxd_.x, zxd_.y + 1);
|
||||
wjx_ = (int)zxd_U.x + 10;
|
||||
wjy_ = (int)zxd_U.y + 10;
|
||||
if (zxd_.y <= 10 && wjx_ >= 0 && wjx_ <= 20 && wjy_ >= 0 && wjy_ <= 20)
|
||||
{
|
||||
if (wt_yn_[wjx_, wjy_] == false)
|
||||
{
|
||||
wt_yn_[wjx_, wjy_] = true;
|
||||
copy_sz_(zxd_U, kscss_); // 显示数字
|
||||
wt_yn_int_[wjx_, wjy_] = kscss_;
|
||||
lvup_ = add_v2_(lvup_, new Vector2(wjx_ - 10, wjy_ - 10)); // 添加临时V2数组,到下一个循环用作扩散
|
||||
}
|
||||
}
|
||||
if (ed_x == wjx_ && ed_y == wjy_) // 成功,跳出
|
||||
{
|
||||
QiuJie_ = true;
|
||||
kuosan_ = false;
|
||||
break;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
kscss_++;
|
||||
if (kscss_ >= 200)
|
||||
{
|
||||
kuosan_ = false;
|
||||
break;
|
||||
};
|
||||
}
|
||||
|
||||
// 步长
|
||||
int bc_ = kscss_ - 1;
|
||||
Debug.Log("_步长_bc_" + bc_);
|
||||
|
||||
if (QiuJie_) // 成功求解,逆向
|
||||
{
|
||||
// 加入第一个点
|
||||
v2_s_ = add_v2_(v2_s_, new Vector2((int)ed_.x, (int)ed_.y));
|
||||
|
||||
int ed_s_x = (int)ed_.x + 10, ed_s_y = (int)ed_.y + 10;
|
||||
for (int sv_ = 0; sv_ < bc_; sv_++)
|
||||
{
|
||||
// wwz_ = 倒数
|
||||
int wwz_ = bc_ - sv_;
|
||||
// Debug.Log("wwz_"+wwz_);
|
||||
//获取上下左右的坐标()优先级:左-》右-》下-》上
|
||||
for (int es_ = 0; es_ < 4; es_++)
|
||||
{
|
||||
int new_x_=-1, new_y_=-1 ;
|
||||
if (es_ == 0)
|
||||
{ new_x_ = ed_s_x - 1; new_y_ = ed_s_y; }
|
||||
else if (es_ == 1)
|
||||
{ new_x_ = ed_s_x + 1; new_y_ = ed_s_y; }
|
||||
else if (es_ == 2)
|
||||
{ new_x_ = ed_s_x ; new_y_ = ed_s_y - 1; }
|
||||
else if (es_ == 3)
|
||||
{ new_x_ = ed_s_x ; new_y_ = ed_s_y + 1; }
|
||||
// Debug.Log(es_ + " wwz_" + wwz_ + " new_x_" + new_x_ + " new_y_" + new_y_);
|
||||
if (new_x_ >= 0 && new_x_ <= 20 && new_y_ >= 0 && new_y_ <= 20)
|
||||
{
|
||||
if (wt_yn_int_[new_x_, new_y_] == wwz_)
|
||||
{
|
||||
v2_s_ = add_v2_(v2_s_, new Vector2(new_x_-10, new_y_-10));
|
||||
// Debug.Log("wwz_" + wwz_ + " _ " + (new_x_ - 10) + "," + (new_y_ - 10));
|
||||
ed_s_x = (int)new_x_;
|
||||
ed_s_y = (int)new_y_;
|
||||
break; // 跳出一重
|
||||
}
|
||||
}
|
||||
}
|
||||
// break; // 跳出一重
|
||||
}
|
||||
}
|
||||
return v2_s_;
|
||||
}
|
||||
|
||||
Vector2[] add_v2_(Vector2[] adv2_s,Vector2 adv2_)
|
||||
{
|
||||
int gg_ = adv2_s.Length+1 ;
|
||||
Vector2[] av2_ = new Vector2[gg_];
|
||||
if (gg_ > 1)
|
||||
{
|
||||
for (int sqw_ = 0; sqw_ < gg_-1; sqw_++)
|
||||
{
|
||||
av2_[sqw_] = adv2_s[sqw_];
|
||||
}
|
||||
}
|
||||
av2_[gg_-1] = adv2_;
|
||||
return av2_;
|
||||
}
|
||||
|
||||
// 产生数字 wz_ss_=产生位置 sz_=数字
|
||||
void copy_sz_(Vector2 wz_ss_, int sz_)
|
||||
{
|
||||
bool cs_ok_ = false;
|
||||
if (cs_ok_)
|
||||
{
|
||||
// msz_=数字 复制组件
|
||||
Transform szs_ = Instantiate(msz_, new Vector3(wz_ss_.x, 0.2f, wz_ss_.y), Quaternion.Euler(0, 0, 0)) as Transform;
|
||||
// 将新组件物体层级修改到原来组件层
|
||||
szs_.parent = msz_.parent;
|
||||
// 获取附带在组件的脚本
|
||||
_ge ge_ = szs_.GetComponent<_ge>();
|
||||
// 将类 tag 改成 jjgam 方便以后群体删除
|
||||
szs_.tag = "jjgam";
|
||||
// 设置数值
|
||||
ge_.xfg_ = sz_;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 鼠标点击返回坐标
|
||||
Vector2 PlayerMove()
|
||||
{
|
||||
Vector2 xy_s = new Vector2(-99,-99);
|
||||
//鼠标在屏幕上的位置
|
||||
Vector3 xy = Input.mousePosition;
|
||||
//在鼠标所在的屏幕位置发出一条射线(得出碰撞点)
|
||||
Ray ray = Camera.main.ScreenPointToRay(xy);
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit)) //当射线彭转到对象时
|
||||
{
|
||||
// hit.collider.gameObject.tag
|
||||
// hit.collider.gameObject.name
|
||||
// Debug.Log(hit.collider.gameObject.name);
|
||||
if (hit.collider.gameObject.name == "DiMian_20x20")
|
||||
{
|
||||
// 输出鼠标点击世界坐标
|
||||
Vector3 xyz = hit.point;
|
||||
xy_s.x = (int)(hit.point.x);
|
||||
xy_s.y = (int)(hit.point.z);
|
||||
// Debug.Log("x:" + (int)(hit.point.x) + " y:" + (int)(hit.point.y) + " z:" + (int)(hit.point.z));
|
||||
}
|
||||
}
|
||||
return xy_s;
|
||||
}
|
||||
|
||||
// 整数范围随机
|
||||
int suiji(int min_, int max_)
|
||||
{
|
||||
int xn_ = sj_.Next(min_, max_ + 1);
|
||||
return xn_;
|
||||
}
|
||||
|
||||
// 初始化物体位置
|
||||
void Initialize_we_()
|
||||
{
|
||||
// 销毁原来物品
|
||||
for (int zc_ = 0; zc_ < wtsl_; zc_++)
|
||||
{
|
||||
if (xso_[zc_] != null)
|
||||
{
|
||||
Destroy(xso_[zc_].gameObject); // 销毁原来的物品
|
||||
}
|
||||
}
|
||||
|
||||
for (int x_ = 0; x_ < 21; x_++)
|
||||
{
|
||||
for (int y_ = 0; y_ < 21; y_++)
|
||||
{
|
||||
wt_yn_[x_, y_] = false;
|
||||
wt_yn_int_[x_, y_] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// 清空衍生出来的数字 _SZ(Clone) // FindGameObjectsWithTag 获取tag数组
|
||||
GameObject[] jgame_ = GameObject.FindGameObjectsWithTag("jjgam");
|
||||
for (int jag_ = 0; jag_ < jgame_.Length; jag_++)
|
||||
{ Destroy(jgame_[jag_]); }
|
||||
|
||||
// 销毁所有路墙 重新定义
|
||||
xso_ = new Transform[wtsl_];
|
||||
|
||||
// 复位两个物体 开始物体、结束物体
|
||||
_begin.position = new Vector3(-13,0.2f,5);
|
||||
_end.position = new Vector3(-13, 0.2f, 3);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
10
Assets/Scripts/_scr.cs.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 45bc7452b50f9dd43a99e4ba8f270466
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
39
Asuan_-csharp.sln
Normal file
@@ -0,0 +1,39 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2008
|
||||
|
||||
Project("{727FF828-0D7B-F3D0-A0AF-E85B05F5FC85}") = "Asuan_", "Assembly-CSharp-vs.csproj", "{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
StartupItem = Assembly-CSharp.csproj
|
||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
$1.inheritsSet = null
|
||||
$1.scope = text/x-csharp
|
||||
$0.CSharpFormattingPolicy = $2
|
||||
$2.inheritsSet = Mono
|
||||
$2.inheritsScope = text/x-csharp
|
||||
$2.scope = text/x-csharp
|
||||
$0.TextStylePolicy = $3
|
||||
$3.FileWidth = 120
|
||||
$3.TabWidth = 4
|
||||
$3.EolMarker = Unix
|
||||
$3.inheritsSet = Mono
|
||||
$3.inheritsScope = text/plain
|
||||
$3.scope = text/plain
|
||||
EndGlobalSection
|
||||
|
||||
EndGlobal
|
||||
BIN
Asuan_-csharp.suo
Normal file
39
Asuan_.sln
Normal file
@@ -0,0 +1,39 @@
|
||||
Microsoft Visual Studio Solution File, Format Version 11.00
|
||||
# Visual Studio 2008
|
||||
|
||||
Project("{727FF828-0D7B-F3D0-A0AF-E85B05F5FC85}") = "Asuan_", "Assembly-CSharp.csproj", "{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{40D8B6AE-9199-8D2D-B513-7EF347B18FAF}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(MonoDevelopProperties) = preSolution
|
||||
StartupItem = Assembly-CSharp.csproj
|
||||
Policies = $0
|
||||
$0.TextStylePolicy = $1
|
||||
$1.inheritsSet = null
|
||||
$1.scope = text/x-csharp
|
||||
$0.CSharpFormattingPolicy = $2
|
||||
$2.inheritsSet = Mono
|
||||
$2.inheritsScope = text/x-csharp
|
||||
$2.scope = text/x-csharp
|
||||
$0.TextStylePolicy = $3
|
||||
$3.FileWidth = 120
|
||||
$3.TabWidth = 4
|
||||
$3.EolMarker = Unix
|
||||
$3.inheritsSet = Mono
|
||||
$3.inheritsScope = text/plain
|
||||
$3.scope = text/plain
|
||||
EndGlobalSection
|
||||
|
||||
EndGlobal
|
||||