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9f6acd62b9 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,3 +1,3 @@
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GeneratedPrefabs/*.prefab
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found*.xlsx
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__pycache__/
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GeneratedPrefabs/.prefab
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584
GeneratedPrefabs/Level90091.prefab
Normal file
584
GeneratedPrefabs/Level90091.prefab
Normal file
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|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -6, y: -3, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
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m_TileSpriteIndex: 0
|
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m_TileMatrixIndex: 0
|
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m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 6, y: -3, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 7, y: -3, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -6, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
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m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -5, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
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m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -4, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
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m_TileColorIndex: 0
|
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m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -3, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -2, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: -1, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 0, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 1, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 2, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 3, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 4, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 5, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
- first: {x: 6, y: -4, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 0
|
||||
m_TileSpriteIndex: 0
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
m_AnimatedTiles: {}
|
||||
m_TileAssetArray:
|
||||
- m_RefCount: 34
|
||||
@@ -205,17 +825,7 @@ Tilemap:
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 3331875946433896379}
|
||||
m_Enabled: 1
|
||||
m_Tiles:
|
||||
- first: {x: -9, y: -22, z: 0}
|
||||
second:
|
||||
serializedVersion: 2
|
||||
m_TileIndex: 1
|
||||
m_TileSpriteIndex: 1
|
||||
m_TileMatrixIndex: 0
|
||||
m_TileColorIndex: 0
|
||||
m_TileObjectToInstantiateIndex: 65535
|
||||
dummyAlignment: 0
|
||||
m_AllTileFlags: 1073741825
|
||||
m_Tiles: {}
|
||||
m_AnimatedTiles: {}
|
||||
m_TileAssetArray:
|
||||
- m_RefCount: 22
|
||||
@@ -337,7 +947,7 @@ GameObject:
|
||||
- component: {fileID: 2898016089667496094}
|
||||
- component: {fileID: 3111389448725951018}
|
||||
m_Layer: 0
|
||||
m_Name: Level51605
|
||||
m_Name: Level90093
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
|
||||
1554
Level90116.prefab
Normal file
1554
Level90116.prefab
Normal file
File diff suppressed because it is too large
Load Diff
106
README.md
106
README.md
@@ -1,10 +1,10 @@
|
||||
# 关卡生成流水线
|
||||
|
||||
这个仓库包含一套从 Excel 数据自动生成 Unity Prefab 与 C# 关卡字典的脚本。核心流程由 `run_pipeline.py` 串联完成。
|
||||
脚本集合会把 Excel 地图数据自动转成 Unity Prefab 与 C# 关卡字典,核心流程由 `run_pipeline.py` 串联。
|
||||
|
||||
## 环境准备
|
||||
- Python 3.9 及以上(在 Windows PowerShell 上测试)
|
||||
- Excel 源文件(默认 `global.xlsx`)并符合既定的表格结构
|
||||
- Python 3.9 及以上(在 Windows PowerShell 5.1 上测试)
|
||||
- Excel 源文件(默认 `global.xlsx`,需要遵循既定列结构)
|
||||
- 依赖库:`pandas`、`openpyxl`
|
||||
|
||||
安装依赖:
|
||||
@@ -13,68 +13,74 @@ python -m pip install pandas openpyxl
|
||||
```
|
||||
|
||||
## 快速上手
|
||||
1. 将 Excel 文件(如 `global.xlsx`)与脚本放在同一目录。
|
||||
2. 确认模板 Prefab(默认 `Level80317.prefab`)存在。
|
||||
1. 将 Excel 文件(如 `global.xlsx`)放到仓库根目录下。
|
||||
2. 确保模板 Prefab(默认 `Level90093.prefab`)可用。
|
||||
3. 在 PowerShell 中运行:
|
||||
```powershell
|
||||
python .\run_pipeline.py --excel global.xlsx --sheet Sheet2 --start-i 80316
|
||||
```
|
||||
若不传 `--steps`,脚本会依次执行全部三步(抽取数据 → 生成 C# → 生成 Prefab)。
|
||||
可通过 `--steps 1,2` 指定只运行前两步。
|
||||
```powershell
|
||||
python .\run_pipeline.py --excel global.xlsx --sheet Sheet2 --start-i 80316
|
||||
```
|
||||
如果不传 `--steps`,脚本会顺序执行三个阶段(抽取数据 → 生成 C# → 生成 Prefab)。
|
||||
通过 `--steps 1,2` 可以只跑前两步。
|
||||
|
||||
### 输出文件
|
||||
- `found_*.xlsx`:步骤一扫描得到的坐标数据
|
||||
- `generated_levels.cs`:步骤二生成的关卡字典代码
|
||||
- `GeneratedPrefabs/LevelXXXX.prefab`:步骤三输出的 Prefab 文件
|
||||
- `found_*.xlsx`:步骤 1 产出的坐标表(币 / p / v / 彩色格)
|
||||
- `generated_levels.cs`:步骤 2 默认生成的关卡字典(可改名)
|
||||
- `GeneratedPrefabs/LevelXXXX.prefab`:步骤 3 输出的 Prefab 文件
|
||||
|
||||
## 三个步骤详解
|
||||
- **步骤 1(`read_excel.py`)**:
|
||||
- 自动补齐 Excel 第一列空白的地图号(从 `--start-i` 指定的值起)。
|
||||
- 在 B~AA 列扫描“币”、“p”、“v”等标记,提取坐标并输出成 `found_币.xlsx`、`found_p.xlsx`、`found_v.xlsx`。
|
||||
- 识别颜色填充的格子,将绿色写入 `found_方块.xlsx`,蓝色/橙色/粉色分别写入 `found_water.xlsx`、`found_wall.xlsx`、`found_jump.xlsx`。
|
||||
## 三个阶段
|
||||
- **步骤 1(`read_excel.py`)**
|
||||
- 自动填补 Excel A 列的地图号(从 `--start-i` 指定的编号递增)。
|
||||
- 在 B~AA 列识别“币 / p / v”以及带方向的 `pN`、`vE` 等标记,输出 `found_币.xlsx`、`found_p.xlsx`、`found_v.xlsx`。
|
||||
- 解析单元格填充色:绿色写入 `found_方块.xlsx`,蓝/橙/粉分别写入 `found_water.xlsx`、`found_wall.xlsx`、`found_jump.xlsx`。
|
||||
- 如需核对颜色值,可使用 `inspect_cells.py` 指定单元格查看 ARGB 编码。
|
||||
|
||||
- **步骤 2(`write_code.py`)**:
|
||||
- 读取步骤一输出的多张 Excel,按地图号分组。
|
||||
- 生成 `Spawn` 配置,写入 `generated_levels.cs`。可在命令行通过 `--output-levels` 指定输出文件名。
|
||||
- **步骤 2(`write_code.py`)**
|
||||
- 读取步骤 1 的 Excel,按地图号聚合生成 `Spawn` 配置。
|
||||
- 默认输出到 `Levels90001.cs`,但 `run_pipeline.py` 会根据 `--output-levels` 参数覆盖(默认 `generated_levels.cs`)。
|
||||
- `LEVEL_PATH` 模板默认为 `Assets/Prefabs/Level/Level{map_id}.prefab`,如 Unity 资源路径调整需同步修改。
|
||||
|
||||
- **步骤 3(`make_prefab.py`)**:
|
||||
- 以模板 Prefab 为基础,逐个地图替换 `Ground`、`Border` 的 `m_Tiles` 块。
|
||||
- 若无对应坐标,自动写成 `m_Tiles: {}`。
|
||||
- Prefab 输出到 `GeneratedPrefabs/` 目录。
|
||||
- **步骤 3(`make_prefab.py`)**
|
||||
- 以模板 Prefab 为基准,替换 `Ground` 与 `Border` 的 `m_Tiles` 数据。
|
||||
- 如果某图层无坐标,自动写入 `m_Tiles: {}` 以保持文件有效。
|
||||
- Ground 使用 0/0 索引;Border 根据 `found_water.xlsx`(0/0)、`found_wall.xlsx`(2/2)、`found_jump.xlsx`(1/1)写入不同 tile 索引,可按项目资源调整。
|
||||
|
||||
## 脚本内可调参数
|
||||
## 可调参数
|
||||
- **`read_excel.py`**
|
||||
- `columns_to_preview`:控制调试输出中预览的列数,必要时减少日志噪音。
|
||||
- `GREEN_COLORS` / `BLUE_COLORS` / `ORANGE_COLORS` / `PINK_COLORS`:决定颜色识别的十六进制值,适配其他调色方案时需更新。
|
||||
- `find_cells_with_currency_xlsx()` 的 `search_term` 及 `suffixes`:用于识别不同物件符号,扩展至新标记时修改此处。
|
||||
- Excel 列段 `grid_columns`(默认 B~AA):若表格布局变化或列数扩展需同步调整。
|
||||
- `columns_to_preview`:控制调试日志预览列数。
|
||||
- `GREEN_COLORS` / `BLUE_COLORS` / `ORANGE_COLORS` / `PINK_COLORS`:定义可识别的填充色 ARGB 值。
|
||||
- `find_cells_with_currency_xlsx()` 的 `search_term` 及 `suffixes`:扩展新符号时调整。
|
||||
- `grid_columns` 默认覆盖 B~AA,如表头有改动需同步更新。
|
||||
- **`write_code.py`**
|
||||
- `FILE_P` / `FILE_V` / `FILE_COIN`:输入文件名常量,可在命令行前覆盖或直接修改常量。
|
||||
- `LEVEL_PATH`:Prefab 在 Unity 项目的目标路径模板,适配其他资源组织结构时更新。
|
||||
- `generate_spawn_line()` 内的 `path` 与 `direction_map`:指定生成的 Prefab 引用与方向映射,新角色或朝向枚举需在此扩展。
|
||||
- `boundary` 默认值与 `Spawn` 字段列表:若未来关卡数据结构变化,应相应调整模板字符串。
|
||||
- `FILE_P` / `FILE_V` / `FILE_COIN`:输入文件名常量,可在运行前临时覆盖。
|
||||
- `LEVEL_PATH`、`boundary`、`direction_map`:匹配 Unity Prefab 路径与方向枚举时修改。
|
||||
- **`make_prefab.py`**
|
||||
- 顶部 `EXCEL_PATH`、`TEMPLATE_PREFAB`、`OUTPUT_DIR`:分别控制输入表格、Prefab 模板和输出目录。
|
||||
- `TILE_LINE` 模板中的 `m_TileIndex` / `m_TileSpriteIndex`:当新的 TileAsset/Sprite 索引出现时需同步修改。
|
||||
- `replace_tilemap_by_gameobject_name()` 查找的 GameObject 名称(默认 `Ground`、`Border`):若模板结构不同,调整调用处的名称。
|
||||
- Border 层 `tile_index` 分配:当前约定 water=2、wall=0、jump=1,结合实际 Tilemap 资源可重新定义。
|
||||
- 顶部 `EXCEL_PATH`、`TEMPLATE_PREFAB`、`OUTPUT_DIR`:控制输入表、模板与输出目录。
|
||||
- `OLD_LEVEL_NAME`:模板原始 Level 名称,替换节点名时会用到。
|
||||
- `TILE_LINE` 模板中的索引、`replace_tilemap_by_gameobject_name()` 查找的 GameObject 名称,如 Prefab 结构变更需同步更新。
|
||||
|
||||
> **适配新任务**:如果未来 Excel 的 sheet 名称、列布局或颜色含义有变化,请同步更新上述常量/映射,必要时扩展 `read_excel.py` 对应的字段重命名逻辑(`df.rename(...)`)。Prefab 模板层级或 Tilemap 名称变更时,也需更新 `make_prefab.py` 中的搜索关键字与 Tile 生成规则。
|
||||
> 如需适配新的 Excel 布局或颜色含义,请同时更新相关常量与字段映射。Prefab 模板层级或 Tilemap 名称变更时,也需更新 `make_prefab.py` 中的搜索关键字与 tile 索引分配。
|
||||
|
||||
## 常用参数
|
||||
- `--excel`: Excel 文件名。
|
||||
- `--sheet`: Sheet 名称。
|
||||
- `--start-i`: 填补地图号的起始值。
|
||||
- `--template`: Prefab 模板路径。
|
||||
- `--steps`: 需要执行的步骤序号(例如 `1,3` 或 `all`)。
|
||||
- `--output-levels`: 生成的 C# 文件名。
|
||||
## 常用命令行参数
|
||||
- `--excel`:Excel 文件名
|
||||
- `--sheet`:Sheet 名称
|
||||
- `--start-i`:填补地图号的起始值
|
||||
- `--template`:Prefab 模板路径
|
||||
- `--steps`:指定执行的步骤(如 `1,3` 或 `all`)
|
||||
- `--output-levels`:C# 输出文件名
|
||||
|
||||
## 辅助脚本
|
||||
- `inspect_cells.py`:快速查看 Excel 指定单元格的填充色与字体信息。编辑脚本顶部的 `FILE`、`SHEET`、`CELLS` 后运行:
|
||||
```powershell
|
||||
python .\inspect_cells.py
|
||||
```
|
||||
输出会列出 ARGB 颜色码(`normalized` 字段)以及 openpyxl 能解析的原始索引,便于增补 `GREEN_COLORS` 等常量。
|
||||
|
||||
## 常见问题
|
||||
- **提示缺少某个库**:再次执行依赖安装命令。
|
||||
- **没有生成 Prefab**:确认 `found_方块.xlsx` 存在且列名与脚本对应;模板 Prefab 名称无误。
|
||||
- **Tile 未正确替换**:检查模板中 `Ground`、`Border` 的 GameObject 名称以及 `m_Tiles` 的结构是否发生变化。
|
||||
- **缺少依赖**:重新执行安装命令。
|
||||
- **Prefab 未生成**:确认 `found_方块.xlsx` 存在且列名与脚本一致,模板 Prefab 路径正确。
|
||||
- **Tile 未正确替换**:检查模板中 `Ground`、`Border` 的 GameObject 名称以及 `m_Tiles` 结构是否被修改。
|
||||
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||||
更多命令行参数说明可执行:
|
||||
更多参数说明可执行:
|
||||
```powershell
|
||||
python .\run_pipeline.py --help
|
||||
```
|
||||
|
||||
0
commit_sp/.gitkeep
Normal file
0
commit_sp/.gitkeep
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584
commit_sp/Level90091.prefab
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584
commit_sp/Level90091.prefab
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1234
commit_sp/Level90120.prefab
Normal file
1234
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;
|
||||
using System.Collections.Generic;
|
||||
using Platformer.Controller;
|
||||
using UnityEngine;
|
||||
using static Platformer.Manager.GameManager;
|
||||
|
||||
namespace Platformer.Core
|
||||
{
|
||||
public class Levels90001
|
||||
{
|
||||
public Dictionary<int, Level> Levels = new Dictionary<int, Level>()
|
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{
|
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|
||||
// 关卡 90091
|
||||
{ 90091,new Level(){LevelID = 90091,spawns = new List<Spawn>(){
|
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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
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-4,3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.East}, // Map 90091
|
||||
|
||||
// --- 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)
|
||||
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
|
||||
{ 90092,new Level(){LevelID = 90092,spawns = new List<Spawn>(){
|
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|
||||
// --- Player Spawns ---
|
||||
new Spawn(){position = new Vector3Int(0,-4,0),path = "Assets/Prefabs/Player.prefab", playerDirection = Direction.West}, // Map 90092
|
||||
|
||||
// --- Vehicle Spawns ---
|
||||
new Spawn(){position = new Vector3Int(-1,-3,0),path = "Assets/Prefabs/Vehicle.prefab", vehicleDirection = Direction.South}, // Map 90092
|
||||
|
||||
// --- Coin Spawns ---
|
||||
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
|
||||
{ 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)
|
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new Spawn(){position = new Vector3Int(6,-3,0),path = "Assets/Prefabs/Prop_star.prefab",},//金币位置6,-3,z (Map 90093)
|
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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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},
|
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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
|
||||
{ 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.
@@ -7,8 +7,9 @@ from pathlib import Path
|
||||
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
|
||||
TEMPLATE_PREFAB = "Level90116.prefab" # 根据实际文件名改
|
||||
OLD_LEVEL_NAME = "Level90116" # 模板 prefab 中的旧关卡名
|
||||
|
||||
|
||||
# 输出目录
|
||||
OUTPUT_DIR = Path("GeneratedPrefabs")
|
||||
@@ -57,7 +58,7 @@ def generate_tiles_block(coords):
|
||||
for item in coords:
|
||||
if len(item) == 2:
|
||||
x, y = item
|
||||
tile_index = 0
|
||||
tile_index = 1
|
||||
sprite_index = 0
|
||||
else:
|
||||
x, y, tile_index, sprite_index = item
|
||||
@@ -156,7 +157,7 @@ def main():
|
||||
|
||||
# 2) 用当前地图的坐标替换 Ground 的 m_Tiles 区块
|
||||
# 构建 (x,y,tile_index,sprite_index) 列表,Ground 使用索引 0/0(和原模板一致)
|
||||
ground_tiles = [(int(x), int(y), 0, 0) for x, y in ground_coords]
|
||||
ground_tiles = [(int(x), int(y), 1, 0) for x, y in ground_coords]
|
||||
if ground_tiles:
|
||||
try:
|
||||
new_text = replace_tilemap_by_gameobject_name(new_text, "Ground", ground_tiles)
|
||||
@@ -169,15 +170,15 @@ 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), 5, 3) 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), 4, 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]
|
||||
border_tiles += [(int(x), int(y), 1, 1) for x, y in zip(wg['x'], wg['y'])]
|
||||
border_tiles += [(int(x), int(y), 3, 1) for x, y in zip(wg['x'], wg['y'])]
|
||||
|
||||
if border_tiles:
|
||||
try:
|
||||
|
||||
@@ -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",
|
||||
}
|
||||
if not config:
|
||||
return defaults
|
||||
for key, value in config.items():
|
||||
if value is not None:
|
||||
defaults[key] = value
|
||||
return defaults
|
||||
# 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
|
||||
}
|
||||
|
||||
|
||||
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)"]
|
||||
|
||||
@@ -40,7 +40,7 @@ def main():
|
||||
parser.add_argument("--excel", default="global.xlsx", help="输入 Excel 文件 (默认: global.xlsx)")
|
||||
parser.add_argument("--sheet", default="Sheet2", help="Excel 的 sheet 名称 (默认: Sheet2)")
|
||||
parser.add_argument("--start-i", type=int, default=80316, help="A 列地图号的起始值 (默认: 80316)")
|
||||
parser.add_argument("--template", default="Level90093.prefab", help="prefab 模板文件 (默认: Level90093.prefab)")
|
||||
parser.add_argument("--template", default="Level90116.prefab", help="prefab 模板文件 (默认: Level90116.prefab)")
|
||||
parser.add_argument("--steps", default="all", help="要执行的步骤,例如: 1,2,3 或 all (默认: all)")
|
||||
parser.add_argument("--output-levels", default="generated_levels.cs", help="生成的 C# 文件名 (默认: generated_levels.cs)")
|
||||
args = parser.parse_args()
|
||||
|
||||
@@ -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