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37f211ffc6
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80afbfd347
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80afbfd347 | ||
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9f6acd62b9 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,3 +1,3 @@
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found*.xlsx
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__pycache__/
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GeneratedPrefabs/.prefab
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574
GeneratedPrefabs/Level90091.prefab
Normal file
574
GeneratedPrefabs/Level90091.prefab
Normal file
@@ -0,0 +1,574 @@
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1524
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commit_sp/Level90117.prefab
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1054
commit_sp/Level90118.prefab
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commit_sp/Level90119.prefab
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commit_sp/Level90119.prefab
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1224
commit_sp/Level90120.prefab
Normal file
1224
commit_sp/Level90120.prefab
Normal file
File diff suppressed because it is too large
Load Diff
544
commit_sp/Levels90001.cs
Normal file
544
commit_sp/Levels90001.cs
Normal file
@@ -0,0 +1,544 @@
|
||||
|
||||
using System;
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||||
using System.Collections.Generic;
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||||
using Platformer.Controller;
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||||
using UnityEngine;
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||||
using static Platformer.Manager.GameManager;
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|
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namespace Platformer.Core
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{
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public class Levels90001
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{
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public Dictionary<int, Level> Levels = new Dictionary<int, Level>()
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{
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// 关卡 90091
|
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{ 90091,new Level(){LevelID = 90091,spawns = new List<Spawn>(){
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|
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// --- Player Spawns ---
|
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new Spawn(){position = new Vector3Int(3,3,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90091
|
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|
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// --- Vehicle Spawns ---
|
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new Spawn(){position = new Vector3Int(-4,3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90091
|
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|
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// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,3,z (Map 90091)
|
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new Spawn(){position = new Vector3Int(-3,-6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,-6,z (Map 90091)
|
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new Spawn(){position = new Vector3Int(0,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,-4,z (Map 90091)
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},
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boundary = new Vector3Int(20,20,0), // 边界默认值
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levelPath = "Assets/Prefabs/Level/Level90091.prefab"}},
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// 关卡 90092
|
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{ 90092,new Level(){LevelID = 90092,spawns = new List<Spawn>(){
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|
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// --- Player Spawns ---
|
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new Spawn(){position = new Vector3Int(0,-4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90092
|
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|
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// --- Vehicle Spawns ---
|
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new Spawn(){position = new Vector3Int(-1,-3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.South}, // Map 90092
|
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|
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// --- Coin Spawns ---
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new Spawn(){position = new Vector3Int(-4,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-4,2,z (Map 90092)
|
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new Spawn(){position = new Vector3Int(3,6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,6,z (Map 90092)
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new Spawn(){position = new Vector3Int(4,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,2,z (Map 90092)
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},
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boundary = new Vector3Int(20,20,0), // 边界默认值
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levelPath = "Assets/Prefabs/Level/Level90092.prefab"}},
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// 关卡 90093
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||||
{ 90093,new Level(){LevelID = 90093,spawns = new List<Spawn>(){
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|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-7,6,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90093
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-7,5,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.North}, // Map 90093
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-7,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-7,-3,z (Map 90093)
|
||||
new Spawn(){position = new Vector3Int(6,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置6,-3,z (Map 90093)
|
||||
new Spawn(){position = new Vector3Int(7,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置7,3,z (Map 90093)
|
||||
},
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boundary = new Vector3Int(20,20,0), // 边界默认值
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levelPath = "Assets/Prefabs/Level/Level90093.prefab"}},
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|
||||
// 关卡 90094
|
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{ 90094,new Level(){LevelID = 90094,spawns = new List<Spawn>(){
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||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,2,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90094
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(3,-7,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90094
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,-4,z (Map 90094)
|
||||
new Spawn(){position = new Vector3Int(0,-7,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,-7,z (Map 90094)
|
||||
new Spawn(){position = new Vector3Int(3,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,-4,z (Map 90094)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90094.prefab"}},
|
||||
|
||||
// 关卡 90095
|
||||
{ 90095,new Level(){LevelID = 90095,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,2,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90095
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-2,2,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90095
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-1,6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,6,z (Map 90095)
|
||||
new Spawn(){position = new Vector3Int(2,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,4,z (Map 90095)
|
||||
new Spawn(){position = new Vector3Int(2,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,-3,z (Map 90095)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90095.prefab"}},
|
||||
|
||||
// 关卡 90096
|
||||
{ 90096,new Level(){LevelID = 90096,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,-2,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90096
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,3,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(-3,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,0,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(0,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,4,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(0,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,3,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(0,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,1,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(0,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,0,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(3,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,4,z (Map 90096)
|
||||
new Spawn(){position = new Vector3Int(3,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,1,z (Map 90096)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90096.prefab"}},
|
||||
|
||||
// 关卡 90097
|
||||
{ 90097,new Level(){LevelID = 90097,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,7,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.East}, // Map 90097
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(1,7,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90097
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-4,-3,z (Map 90097)
|
||||
new Spawn(){position = new Vector3Int(0,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,-3,z (Map 90097)
|
||||
new Spawn(){position = new Vector3Int(4,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,-3,z (Map 90097)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90097.prefab"}},
|
||||
|
||||
// 关卡 90098
|
||||
{ 90098,new Level(){LevelID = 90098,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,-2,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.East}, // Map 90098
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.South}, // Map 90098
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,6,z (Map 90098)
|
||||
new Spawn(){position = new Vector3Int(3,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,4,z (Map 90098)
|
||||
new Spawn(){position = new Vector3Int(3,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,2,z (Map 90098)
|
||||
new Spawn(){position = new Vector3Int(3,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,0,z (Map 90098)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90098.prefab"}},
|
||||
|
||||
// 关卡 90099
|
||||
{ 90099,new Level(){LevelID = 90099,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,-4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90099
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-5,3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.South}, // Map 90099
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,4,z (Map 90099)
|
||||
new Spawn(){position = new Vector3Int(-1,7,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,7,z (Map 90099)
|
||||
new Spawn(){position = new Vector3Int(1,7,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,7,z (Map 90099)
|
||||
new Spawn(){position = new Vector3Int(3,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,4,z (Map 90099)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90099.prefab"}},
|
||||
|
||||
// 关卡 90100
|
||||
{ 90100,new Level(){LevelID = 90100,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(3,1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.North}, // Map 90100
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(2,2,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.North}, // Map 90100
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,7,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,7,z (Map 90100)
|
||||
new Spawn(){position = new Vector3Int(-3,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,4,z (Map 90100)
|
||||
new Spawn(){position = new Vector3Int(2,8,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,8,z (Map 90100)
|
||||
new Spawn(){position = new Vector3Int(2,6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,6,z (Map 90100)
|
||||
new Spawn(){position = new Vector3Int(2,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,4,z (Map 90100)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90100.prefab"}},
|
||||
|
||||
// 关卡 90101
|
||||
{ 90101,new Level(){LevelID = 90101,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(1,-5,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90101
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-1,1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90101
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,3,z (Map 90101)
|
||||
new Spawn(){position = new Vector3Int(1,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,4,z (Map 90101)
|
||||
new Spawn(){position = new Vector3Int(1,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,2,z (Map 90101)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90101.prefab"}},
|
||||
|
||||
// 关卡 90102
|
||||
{ 90102,new Level(){LevelID = 90102,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90102
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-6,0,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90102
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-6,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-6,1,z (Map 90102)
|
||||
new Spawn(){position = new Vector3Int(0,-6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,-6,z (Map 90102)
|
||||
new Spawn(){position = new Vector3Int(6,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置6,1,z (Map 90102)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90102.prefab"}},
|
||||
|
||||
// 关卡 90103
|
||||
{ 90103,new Level(){LevelID = 90103,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90103
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,8,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90103
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,7,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-4,7,z (Map 90103)
|
||||
new Spawn(){position = new Vector3Int(1,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,2,z (Map 90103)
|
||||
new Spawn(){position = new Vector3Int(2,6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,6,z (Map 90103)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90103.prefab"}},
|
||||
|
||||
// 关卡 90104
|
||||
{ 90104,new Level(){LevelID = 90104,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-2,6,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90104
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-1,3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90104
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-2,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-2,3,z (Map 90104)
|
||||
new Spawn(){position = new Vector3Int(3,-2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,-2,z (Map 90104)
|
||||
new Spawn(){position = new Vector3Int(5,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置5,-4,z (Map 90104)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90104.prefab"}},
|
||||
|
||||
// 关卡 90105
|
||||
{ 90105,new Level(){LevelID = 90105,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,6,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90105
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,5,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90105
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,1,z (Map 90105)
|
||||
new Spawn(){position = new Vector3Int(0,6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,6,z (Map 90105)
|
||||
new Spawn(){position = new Vector3Int(0,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,-3,z (Map 90105)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90105.prefab"}},
|
||||
|
||||
// 关卡 90106
|
||||
{ 90106,new Level(){LevelID = 90106,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-8,1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90106
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.South}, // Map 90106
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-5,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-5,1,z (Map 90106)
|
||||
new Spawn(){position = new Vector3Int(-4,5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-4,5,z (Map 90106)
|
||||
new Spawn(){position = new Vector3Int(-1,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,1,z (Map 90106)
|
||||
new Spawn(){position = new Vector3Int(1,5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,5,z (Map 90106)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90106.prefab"}},
|
||||
|
||||
// 关卡 90107
|
||||
{ 90107,new Level(){LevelID = 90107,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-2,1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90107
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(6,0,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90107
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(1,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,1,z (Map 90107)
|
||||
new Spawn(){position = new Vector3Int(5,-1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置5,-1,z (Map 90107)
|
||||
new Spawn(){position = new Vector3Int(5,-5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置5,-5,z (Map 90107)
|
||||
new Spawn(){position = new Vector3Int(6,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置6,1,z (Map 90107)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90107.prefab"}},
|
||||
|
||||
// 关卡 90108
|
||||
{ 90108,new Level(){LevelID = 90108,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90108
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(4,-1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90108
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置0,1,z (Map 90108)
|
||||
new Spawn(){position = new Vector3Int(2,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,-4,z (Map 90108)
|
||||
new Spawn(){position = new Vector3Int(3,-6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,-6,z (Map 90108)
|
||||
new Spawn(){position = new Vector3Int(4,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,0,z (Map 90108)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90108.prefab"}},
|
||||
|
||||
// 关卡 90109
|
||||
{ 90109,new Level(){LevelID = 90109,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,-5,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90109
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(3,0,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90109
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-2,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-2,0,z (Map 90109)
|
||||
new Spawn(){position = new Vector3Int(2,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置2,3,z (Map 90109)
|
||||
new Spawn(){position = new Vector3Int(4,5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,5,z (Map 90109)
|
||||
new Spawn(){position = new Vector3Int(4,-5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,-5,z (Map 90109)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90109.prefab"}},
|
||||
|
||||
// 关卡 90110
|
||||
{ 90110,new Level(){LevelID = 90110,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(2,-4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.North}, // Map 90110
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(3,1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90110
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,6,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置-3,6,z (Map 90110)
|
||||
new Spawn(){position = new Vector3Int(-3,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,0,z (Map 90110)
|
||||
new Spawn(){position = new Vector3Int(-3,-1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,-1,z (Map 90110)
|
||||
new Spawn(){position = new Vector3Int(3,6,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置3,6,z (Map 90110)
|
||||
new Spawn(){position = new Vector3Int(3,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,0,z (Map 90110)
|
||||
new Spawn(){position = new Vector3Int(3,-1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,-1,z (Map 90110)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90110.prefab"}},
|
||||
|
||||
// 关卡 90111
|
||||
{ 90111,new Level(){LevelID = 90111,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90111
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,-2,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.North}, // Map 90111
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(1,2,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置1,2,z (Map 90111)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90111.prefab"}},
|
||||
|
||||
// 关卡 90112
|
||||
{ 90112,new Level(){LevelID = 90112,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,3,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90112
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-1,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,1,z (Map 90112)
|
||||
new Spawn(){position = new Vector3Int(1,-1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,-1,z (Map 90112)
|
||||
new Spawn(){position = new Vector3Int(3,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,-3,z (Map 90112)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90112.prefab"}},
|
||||
|
||||
// 关卡 90113
|
||||
{ 90113,new Level(){LevelID = 90113,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(4,4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.South}, // Map 90113
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,-4,z (Map 90113)
|
||||
new Spawn(){position = new Vector3Int(-1,-2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,-2,z (Map 90113)
|
||||
new Spawn(){position = new Vector3Int(1,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,1,z (Map 90113)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90113.prefab"}},
|
||||
|
||||
// 关卡 90114
|
||||
{ 90114,new Level(){LevelID = 90114,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-6,2,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90114
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-6,3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.West}, // Map 90114
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-6,-2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-6,-2,z (Map 90114)
|
||||
new Spawn(){position = new Vector3Int(-2,3,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置-2,3,z (Map 90114)
|
||||
new Spawn(){position = new Vector3Int(1,2,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置1,2,z (Map 90114)
|
||||
new Spawn(){position = new Vector3Int(3,1,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置3,1,z (Map 90114)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90114.prefab"}},
|
||||
|
||||
// 关卡 90115
|
||||
{ 90115,new Level(){LevelID = 90115,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-5,0,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90115
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-5,1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.North}, // Map 90115
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,0,z (Map 90115)
|
||||
new Spawn(){position = new Vector3Int(4,0,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置4,0,z (Map 90115)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90115.prefab"}},
|
||||
|
||||
// 关卡 90116
|
||||
{ 90116,new Level(){LevelID = 90116,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(6,3,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90116
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(6,-7,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90116
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-9,-4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-9,-4,z (Map 90116)
|
||||
new Spawn(){position = new Vector3Int(-8,-5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-8,-5,z (Map 90116)
|
||||
new Spawn(){position = new Vector3Int(-7,-6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-7,-6,z (Map 90116)
|
||||
new Spawn(){position = new Vector3Int(6,-6,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置6,-6,z (Map 90116)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90116.prefab"}},
|
||||
|
||||
// 关卡 90117
|
||||
{ 90117,new Level(){LevelID = 90117,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-5,5,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.North}, // Map 90117
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,4,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90117
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-3,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-3,2,z (Map 90117)
|
||||
new Spawn(){position = new Vector3Int(-2,9,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-2,9,z (Map 90117)
|
||||
new Spawn(){position = new Vector3Int(3,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,2,z (Map 90117)
|
||||
new Spawn(){position = new Vector3Int(5,9,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置5,9,z (Map 90117)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90117.prefab"}},
|
||||
|
||||
// 关卡 90118
|
||||
{ 90118,new Level(){LevelID = 90118,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(2,0,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.East}, // Map 90118
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(2,-1,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90118
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(1,-9,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置1,-9,z (Map 90118)
|
||||
new Spawn(){position = new Vector3Int(3,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,1,z (Map 90118)
|
||||
new Spawn(){position = new Vector3Int(3,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置3,0,z (Map 90118)
|
||||
new Spawn(){position = new Vector3Int(4,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,2,z (Map 90118)
|
||||
new Spawn(){position = new Vector3Int(4,1,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,1,z (Map 90118)
|
||||
new Spawn(){position = new Vector3Int(5,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置5,3,z (Map 90118)
|
||||
new Spawn(){position = new Vector3Int(5,2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置5,2,z (Map 90118)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90118.prefab"}},
|
||||
|
||||
// 关卡 90119
|
||||
{ 90119,new Level(){LevelID = 90119,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.North}, // Map 90119
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,5,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90119
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-1,10,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置-1,10,z (Map 90119)
|
||||
new Spawn(){position = new Vector3Int(-1,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,4,z (Map 90119)
|
||||
new Spawn(){position = new Vector3Int(4,10,0),path = "Assets/Prefabs/nProp_star.prefab",},//金币位置4,10,z (Map 90119)
|
||||
new Spawn(){position = new Vector3Int(4,4,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,4,z (Map 90119)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90119.prefab"}},
|
||||
|
||||
// 关卡 90120
|
||||
{ 90120,new Level(){LevelID = 90120,spawns = new List<Spawn>(){
|
||||
|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,-1,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.North}, // Map 90120
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
|
||||
// --- Coin Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,-2,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-4,-2,z (Map 90120)
|
||||
new Spawn(){position = new Vector3Int(-1,3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置-1,3,z (Map 90120)
|
||||
new Spawn(){position = new Vector3Int(1,-5,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置1,-5,z (Map 90120)
|
||||
new Spawn(){position = new Vector3Int(4,0,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置4,0,z (Map 90120)
|
||||
},
|
||||
boundary = new Vector3Int(20,20,0), // 边界默认值
|
||||
levelPath = "Assets/Prefabs/Level/Level90120.prefab"}},
|
||||
};
|
||||
};
|
||||
}
|
||||
@@ -1,100 +0,0 @@
|
||||
import csv
|
||||
from openpyxl import load_workbook
|
||||
from openpyxl.styles import PatternFill
|
||||
|
||||
|
||||
def resolve_color_hex_from_colorobj(color):
|
||||
"""Try to resolve an openpyxl Color object to ARGB hex string.
|
||||
Returns None if cannot resolve.
|
||||
"""
|
||||
if color is None:
|
||||
return None
|
||||
|
||||
# direct rgb (may be 'FF00B050' or '00B050')
|
||||
rgb = getattr(color, "rgb", None)
|
||||
if rgb:
|
||||
s = str(rgb)
|
||||
if len(s) == 6:
|
||||
s = "FF" + s
|
||||
return s.upper()
|
||||
|
||||
# try indexed (some workbooks may use indexed colors)
|
||||
idx = getattr(color, "indexed", None) or getattr(color, "index", None)
|
||||
if idx is not None:
|
||||
try:
|
||||
# openpyxl does not always expose a global list here; fallback to None
|
||||
return f"INDEXED{int(idx)}"
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
theme = getattr(color, "theme", None)
|
||||
if theme is not None:
|
||||
try:
|
||||
return f"THEME{int(theme)}"
|
||||
except Exception:
|
||||
return str(theme)
|
||||
|
||||
return None
|
||||
|
||||
|
||||
def detect_colored_cells(xlsx_path, sheet_name=None, write_csv=None):
|
||||
"""Detect cells with fills (pattern fills) and return list of dicts:
|
||||
[{'coordinate':'A1','row':1,'col':1,'value':..., 'color': 'FF00B050', 'fill_type': 'solid'}]
|
||||
|
||||
If write_csv is provided (path), write the results to that CSV.
|
||||
"""
|
||||
wb = load_workbook(xlsx_path, data_only=False)
|
||||
ws = wb[sheet_name] if sheet_name else wb.active
|
||||
|
||||
results = []
|
||||
min_row = ws.min_row or 1
|
||||
max_row = ws.max_row or 1
|
||||
min_col = ws.min_column or 1
|
||||
max_col = ws.max_column or 1
|
||||
|
||||
for row in ws.iter_rows(min_row=min_row, max_row=max_row, min_col=min_col, max_col=max_col):
|
||||
for cell in row:
|
||||
fill = cell.fill
|
||||
if fill is None:
|
||||
continue
|
||||
# patternType for PatternFill is fill.fill_type or fill.patternType depending on openpyxl version
|
||||
pattern = getattr(fill, "patternType", None) or getattr(fill, "fill_type", None)
|
||||
if pattern in (None, 'none'):
|
||||
continue
|
||||
|
||||
fg = getattr(fill, 'fgColor', None) or getattr(fill, 'start_color', None) or getattr(fill, 'bgColor', None)
|
||||
color = resolve_color_hex_from_colorobj(fg)
|
||||
if color is None or color.startswith("FF") is False:
|
||||
continue
|
||||
|
||||
results.append({
|
||||
'coordinate': cell.coordinate,
|
||||
'row': cell.row,
|
||||
'col': cell.column,
|
||||
'value': cell.value,
|
||||
'color': color,
|
||||
'fill_type': pattern,
|
||||
})
|
||||
|
||||
if write_csv:
|
||||
keys = ['coordinate', 'row', 'col', 'value', 'color', 'fill_type']
|
||||
with open(write_csv, 'w', newline='', encoding='utf-8') as f:
|
||||
writer = csv.DictWriter(f, fieldnames=keys)
|
||||
writer.writeheader()
|
||||
for r in results:
|
||||
writer.writerow(r)
|
||||
|
||||
return results
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
import argparse
|
||||
parser = argparse.ArgumentParser()
|
||||
parser.add_argument('--xlsx', '-x', required=True, help='Path to xlsx file')
|
||||
parser.add_argument('--sheet', '-s', default=None, help='Sheet name (optional)')
|
||||
parser.add_argument('--csv', '-c', default=None, help='Write results to CSV')
|
||||
args = parser.parse_args()
|
||||
|
||||
res = detect_colored_cells(args.xlsx, sheet_name=args.sheet, write_csv=args.csv)
|
||||
for r in res:
|
||||
print(r)
|
||||
@@ -6,7 +6,7 @@ using static Platformer.Manager.GameManager;
|
||||
|
||||
namespace Platformer.Core
|
||||
{
|
||||
public class Levels90001
|
||||
public class Levels80001
|
||||
{
|
||||
public Dictionary<int, Level> Levels = new Dictionary<int, Level>()
|
||||
{
|
||||
|
||||
BIN
global.xlsx
BIN
global.xlsx
Binary file not shown.
@@ -8,7 +8,8 @@ EXCEL_PATH = "found_方块.xlsx" # 根据你的实际文件名改
|
||||
|
||||
# 作为模板的 prefab(就是你贴出来那份,包含 Ground / Border / Grid)
|
||||
TEMPLATE_PREFAB = "Level90093.prefab" # 根据实际文件名改
|
||||
OLD_LEVEL_NAME = "Level51605" # 模板 prefab 中的旧关卡名
|
||||
OLD_LEVEL_NAME = "Level90093" # 模板 prefab 中的旧关卡名
|
||||
|
||||
|
||||
# 输出目录
|
||||
OUTPUT_DIR = Path("GeneratedPrefabs")
|
||||
@@ -169,11 +170,11 @@ def main():
|
||||
# water -> m_TileIndex:2, m_TileSpriteIndex:2
|
||||
if water_df is not None:
|
||||
wg = water_df[water_df['map'] == map_no]
|
||||
border_tiles += [(int(x), int(y), 2, 2) for x, y in zip(wg['x'], wg['y'])]
|
||||
border_tiles += [(int(x), int(y), 0, 0) for x, y in zip(wg['x'], wg['y'])]
|
||||
# wall -> m_TileIndex:0, m_TileSpriteIndex:0
|
||||
if wall_df is not None:
|
||||
wg = wall_df[wall_df['map'] == map_no]
|
||||
border_tiles += [(int(x), int(y), 0, 0) for x, y in zip(wg['x'], wg['y'])]
|
||||
border_tiles += [(int(x), int(y), 2, 2) for x, y in zip(wg['x'], wg['y'])]
|
||||
# jump -> m_TileIndex:1, m_TileSpriteIndex:1
|
||||
if jump_df is not None:
|
||||
wg = jump_df[jump_df['map'] == map_no]
|
||||
|
||||
@@ -2,22 +2,30 @@ import os
|
||||
import pandas as pd
|
||||
from openpyxl import load_workbook
|
||||
|
||||
columns_to_preview = 3 # 保留你原来的配置
|
||||
|
||||
def _merge_read_config(config):
|
||||
defaults = {
|
||||
"columns_to_preview": 3,
|
||||
"green_colors": {"FF92D050", "FF00B050"},
|
||||
"blue_colors": {"FF00B0F0", "FF0070C0"},
|
||||
"orange_colors": {"FFC55B11", "FFC55C10", "FFB45F06"},
|
||||
"pink_colors": {"FFEF949F", "FFFF99FF"},
|
||||
"log_file": "w.log",
|
||||
# 绿色填充的颜色值(先按常见 Excel 绿填充写一个,你可以打印确认后再调整)
|
||||
GREEN_COLORS = {
|
||||
"FF92D050", # 常见的浅绿色
|
||||
"FF00B050", # 另一种绿色,必要时可以删掉/增加
|
||||
}
|
||||
|
||||
BLUE_COLORS = {
|
||||
"FF00B0F0", # 常见的浅蓝色
|
||||
"FF0070C0", # 另一种蓝色,必要时可以删掉/增加
|
||||
}
|
||||
|
||||
# c55c10
|
||||
ORANGE_COLORS = {
|
||||
"FFC55B11",
|
||||
"FFC55C10", # 常见的橙色
|
||||
"FFB45F06", # 另一种橙色,必要时可以删掉/增加
|
||||
}
|
||||
|
||||
PINK_COLORS = {
|
||||
"FFEF949F", # 常见的粉色
|
||||
"FFFF99FF", # 另一种粉色,必要时可以删掉/增加
|
||||
}
|
||||
if not config:
|
||||
return defaults
|
||||
for key, value in config.items():
|
||||
if value is not None:
|
||||
defaults[key] = value
|
||||
return defaults
|
||||
|
||||
|
||||
def _load_map_dataframe(file_path, sheet_name, start_i):
|
||||
@@ -61,7 +69,7 @@ def _write_color_output(filename, rows, columns, success_msg, empty_msg):
|
||||
print(empty_msg)
|
||||
|
||||
|
||||
def find_cells_with_currency_xlsx(file_path, sheet_name="Sheet1", start_i=90091, search_term="币", config=None):
|
||||
def find_cells_with_currency_xlsx(file_path, sheet_name="Sheet1", start_i=90091, search_term="币"):
|
||||
"""
|
||||
读取 XLSX 文件,查找包含指定词语(默认为“币”)的单元格,
|
||||
并返回这些单元格的 (地图号, X, Y[, 方向]),结果同时保存为 found_xxx.xlsx。
|
||||
@@ -72,8 +80,6 @@ def find_cells_with_currency_xlsx(file_path, sheet_name="Sheet1", start_i=90091,
|
||||
if df_info is None:
|
||||
return []
|
||||
|
||||
cfg = _merge_read_config(config)
|
||||
|
||||
df, map_col, y_col, grid_columns = df_info
|
||||
results = []
|
||||
|
||||
@@ -97,6 +103,11 @@ def find_cells_with_currency_xlsx(file_path, sheet_name="Sheet1", start_i=90091,
|
||||
if not matching_indices:
|
||||
continue
|
||||
|
||||
# 为了打印调试信息,预览前几列(至少包含 A、B 两列)
|
||||
current_col_index = df.columns.get_loc(column)
|
||||
end_preview_index = max(2, min(current_col_index, columns_to_preview))
|
||||
preview_cols = df.columns[:end_preview_index].tolist()
|
||||
|
||||
for idx in matching_indices:
|
||||
# 地图号和坐标:直接从 A、B 列取值
|
||||
map_no = df.at[idx, map_col] # A 列 = 地图编号
|
||||
@@ -133,7 +144,7 @@ def find_cells_with_currency_xlsx(file_path, sheet_name="Sheet1", start_i=90091,
|
||||
return results
|
||||
|
||||
|
||||
def scan_color_blocks(file_path, sheet_name="Sheet1", start_i=90091, config=None):
|
||||
def scan_color_blocks(file_path, sheet_name="Sheet1", start_i=90091):
|
||||
"""扫描地图区域内的颜色格子,并把结果写入对应的 Excel 文件。"""
|
||||
|
||||
print("\n开始扫描颜色图案格子…")
|
||||
@@ -142,8 +153,6 @@ def scan_color_blocks(file_path, sheet_name="Sheet1", start_i=90091, config=None
|
||||
if df_info is None:
|
||||
return {}
|
||||
|
||||
cfg = _merge_read_config(config)
|
||||
|
||||
df, map_col, y_col, grid_columns = df_info
|
||||
|
||||
try:
|
||||
@@ -166,10 +175,6 @@ def scan_color_blocks(file_path, sheet_name="Sheet1", start_i=90091, config=None
|
||||
|
||||
excel_row_offset = 2 # DataFrame 行索引 0 对应 Excel 的第 2 行
|
||||
|
||||
import logging
|
||||
|
||||
logging.basicConfig(filename=cfg["log_file"], level=logging.INFO)
|
||||
log = logging.getLogger(__name__)
|
||||
|
||||
for idx in df.index:
|
||||
map_no = df.at[idx, map_col]
|
||||
@@ -202,16 +207,13 @@ def scan_color_blocks(file_path, sheet_name="Sheet1", start_i=90091, config=None
|
||||
continue
|
||||
|
||||
c = str(color_code).upper()
|
||||
if c.startswith("FF"):
|
||||
log.info("Cell at Row %s, Column %s has color code: %s", excel_row, col_idx, c)
|
||||
|
||||
if c in cfg["green_colors"]:
|
||||
if c in GREEN_COLORS:
|
||||
block_results.append((map_no, col, y_val))
|
||||
if c in cfg["blue_colors"]:
|
||||
if c in BLUE_COLORS:
|
||||
water_results.append((map_no, col, y_val))
|
||||
if c in cfg["orange_colors"]:
|
||||
if c in ORANGE_COLORS:
|
||||
wall_results.append((map_no, col, y_val))
|
||||
if c in cfg["pink_colors"]:
|
||||
if c in PINK_COLORS:
|
||||
jump_results.append((map_no, col, y_val))
|
||||
|
||||
columns = ["地图号 (Map No)", "X坐标 (X No)", "Y坐标 (Y No)"]
|
||||
|
||||
@@ -1,53 +0,0 @@
|
||||
import tempfile
|
||||
import os
|
||||
from openpyxl import Workbook
|
||||
from openpyxl.styles import PatternFill
|
||||
|
||||
from detect_filled_cells import detect_colored_cells
|
||||
|
||||
|
||||
def create_sample_workbook(path):
|
||||
wb = Workbook()
|
||||
ws = wb.active
|
||||
ws.title = 'Sheet1'
|
||||
|
||||
# A1: solid green with full ARGB
|
||||
ws['A1'].fill = PatternFill(start_color='FF00B050', end_color='FF00B050', fill_type='solid')
|
||||
ws['A1'].value = 'block'
|
||||
|
||||
# B2: solid blue with 6-digit rgb (should be treated as FF+rgb)
|
||||
ws['B2'].fill = PatternFill(start_color='00B0F0', end_color='00B0F0', fill_type='solid')
|
||||
ws['B2'].value = 'water'
|
||||
|
||||
# C3: no fill
|
||||
ws['C3'].value = 'empty'
|
||||
|
||||
wb.save(path)
|
||||
|
||||
|
||||
def run_test():
|
||||
tf = tempfile.NamedTemporaryFile(delete=False, suffix='.xlsx')
|
||||
tf.close()
|
||||
try:
|
||||
create_sample_workbook(tf.name)
|
||||
print(f"Saved sample workbook to: {tf.name}")
|
||||
|
||||
results = detect_colored_cells(tf.name, sheet_name='Sheet1')
|
||||
print('Detected colored cells:')
|
||||
for r in results:
|
||||
print(r)
|
||||
|
||||
assert any(r['coordinate'] == 'A1' for r in results), 'A1 should be detected'
|
||||
assert any(r['coordinate'] == 'B2' for r in results), 'B2 should be detected'
|
||||
assert all(r['coordinate'] != 'C3' for r in results), 'C3 should not be detected'
|
||||
|
||||
print('\nTest passed')
|
||||
finally:
|
||||
try:
|
||||
os.unlink(tf.name)
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
run_test()
|
||||
Reference in New Issue
Block a user