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DungeonShooting / DungeonShooting_Godot / src / game / room / DungeonManager.cs
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using Godot;
  7.  
  8. /// <summary>
  9. /// 地牢管理器
  10. /// </summary>
  11. public partial class DungeonManager : Node2D
  12. {
  13. /// <summary>
  14. /// 起始房间
  15. /// </summary>
  16. public RoomInfo StartRoom => _dungeonGenerator?.StartRoom;
  17. /// <summary>
  18. /// 当前玩家所在的房间
  19. /// </summary>
  20. public RoomInfo ActiveRoom => Player.Current?.AffiliationArea?.RoomInfo;
  21. /// <summary>
  22. /// 当前玩家所在的区域
  23. /// </summary>
  24. public AffiliationArea ActiveAffiliationArea => Player.Current?.AffiliationArea;
  25.  
  26. /// <summary>
  27. /// 是否在地牢里
  28. /// </summary>
  29. public bool IsInDungeon { get; private set; }
  30.  
  31. private DungeonConfig _config;
  32. private DungeonTile _dungeonTile;
  33. private AutoTileConfig _autoTileConfig;
  34. private DungeonGenerator _dungeonGenerator;
  35. //房间内所有静态导航网格数据
  36. private List<NavigationPolygonData> _roomStaticNavigationList;
  37. private World _world;
  38. //用于检查房间敌人的计时器
  39. private int _affiliationIndex = 0;
  40. private float _checkEnemyTimer = 0;
  41.  
  42.  
  43. public DungeonManager()
  44. {
  45. //绑定事件
  46. EventManager.AddEventListener(EventEnum.OnPlayerFirstEnterRoom, OnPlayerFirstEnterRoom);
  47. EventManager.AddEventListener(EventEnum.OnPlayerEnterRoom, OnPlayerEnterRoom);
  48. }
  49. /// <summary>
  50. /// 加载地牢
  51. /// </summary>
  52. public void LoadDungeon(DungeonConfig config)
  53. {
  54. _config = config;
  55. GameApplication.Instance.StartCoroutine(RunLoadDungeonCoroutine());
  56. }
  57.  
  58. /// <summary>
  59. /// 退出地牢
  60. /// </summary>
  61. public void ExitDungeon()
  62. {
  63. IsInDungeon = false;
  64. GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine());
  65. }
  66.  
  67. public override void _PhysicsProcess(double delta)
  68. {
  69. if (IsInDungeon)
  70. {
  71. _checkEnemyTimer += (float)delta;
  72. if (_checkEnemyTimer >= 1)
  73. {
  74. _checkEnemyTimer %= 1;
  75. //检查房间内的敌人存活状况
  76. OnCheckEnemy();
  77. }
  78. }
  79. }
  80.  
  81. public override void _Process(double delta)
  82. {
  83. if (IsInDungeon)
  84. {
  85. UpdateEnemiesView();
  86. if (GameApplication.Instance.Debug)
  87. {
  88. QueueRedraw();
  89. }
  90. }
  91. }
  92.  
  93. //执行加载地牢协程
  94. private IEnumerator RunLoadDungeonCoroutine()
  95. {
  96. yield return 0;
  97. //打开 loading UI
  98. UiManager.Open_Loading();
  99. //创建世界场景
  100. _world = GameApplication.Instance.CreateNewWorld();
  101. yield return new WaitForFixedProcess(10);
  102. //生成地牢房间
  103. _dungeonGenerator = new DungeonGenerator(_config);
  104. _dungeonGenerator.Generate();
  105. yield return 0;
  106. //填充地牢
  107. _autoTileConfig = new AutoTileConfig();
  108. _dungeonTile = new DungeonTile(_world.TileRoot);
  109. _dungeonTile.AutoFillRoomTile(_autoTileConfig, _dungeonGenerator.StartRoom);
  110. yield return 0;
  111. //生成寻路网格, 这一步操作只生成过道的导航
  112. _dungeonTile.GenerateNavigationPolygon(GameConfig.AisleFloorMapLayer);
  113. yield return 0;
  114. //挂载过道导航区域
  115. _dungeonTile.MountNavigationPolygon(_world.TileRoot);
  116. yield return 0;
  117. //过道导航区域数据
  118. _roomStaticNavigationList = new List<NavigationPolygonData>();
  119. _roomStaticNavigationList.AddRange(_dungeonTile.GetPolygonData());
  120. yield return 0;
  121. //门导航区域数据
  122. _roomStaticNavigationList.AddRange(_dungeonTile.GetConnectDoorPolygonData());
  123. yield return new WaitForFixedProcess(10);
  124. //初始化所有房间
  125. _dungeonGenerator.EachRoom(InitRoom);
  126. yield return new WaitForFixedProcess(10);
  127.  
  128. //播放bgm
  129. //SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f);
  130.  
  131. //初始房间创建玩家标记
  132. var playerBirthMark = StartRoom.ActivityMarks.FirstOrDefault(mark => mark.Type == ActivityIdPrefix.ActivityPrefixType.Player);
  133. //创建玩家
  134. var player = ActivityObject.Create<Player>(ActivityIdPrefix.Role + "0001");
  135. if (playerBirthMark != null)
  136. {
  137. player.Position = playerBirthMark.Position;
  138. }
  139. player.Name = "Player";
  140. Player.SetCurrentPlayer(player);
  141. player.PutDown(RoomLayerEnum.YSortLayer);
  142. //玩家手上添加武器
  143. player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001"));
  144. player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002"));
  145. GameApplication.Instance.Cursor.SetGuiMode(false);
  146. yield return 0;
  147. //打开游戏中的ui
  148. var roomUi = UiManager.Open_RoomUI();
  149. roomUi.InitData(player);
  150. //派发进入地牢事件
  151. EventManager.EmitEvent(EventEnum.OnEnterDungeon);
  152. //关闭 loading UI
  153. UiManager.Dispose_Loading();
  154. IsInDungeon = true;
  155. yield return 0;
  156. }
  157.  
  158. private IEnumerator RunExitDungeonCoroutine()
  159. {
  160. yield return 0;
  161. _world.Pause = true;
  162. yield return 0;
  163. //打开 loading UI
  164. UiManager.Open_Loading();
  165. _dungeonGenerator.EachRoom(DisposeRoomInfo);
  166. yield return 0;
  167. _dungeonTile = null;
  168. _autoTileConfig = null;
  169. _dungeonGenerator = null;
  170. _roomStaticNavigationList.Clear();
  171. _roomStaticNavigationList = null;
  172. UiManager.Hide_RoomUI();
  173. yield return new WaitForFixedProcess(10);
  174. Player.SetCurrentPlayer(null);
  175. _world = null;
  176. GameApplication.Instance.DestroyWorld();
  177. yield return new WaitForFixedProcess(10);
  178. //鼠标还原
  179. GameApplication.Instance.Cursor.SetGuiMode(false);
  180. //派发退出地牢事件
  181. EventManager.EmitEvent(EventEnum.OnExitDungeon);
  182. //关闭 loading UI
  183. UiManager.Dispose_Loading();
  184. yield return 0;
  185. }
  186. // 初始化房间
  187. private void InitRoom(RoomInfo roomInfo)
  188. {
  189. //挂载房间导航区域
  190. MountNavFromRoomInfo(roomInfo);
  191. //创建门
  192. CreateDoor(roomInfo);
  193. //创建房间归属区域
  194. CreateRoomAisleAffiliation(roomInfo);
  195. }
  196. //挂载房间导航区域
  197. private void MountNavFromRoomInfo(RoomInfo roomInfo)
  198. {
  199. var polygonArray = roomInfo.RoomSplit.RoomInfo.NavigationList.ToArray();
  200. var polygon = new NavigationPolygon();
  201. var offset = roomInfo.GetOffsetPosition();
  202. for (var i = 0; i < polygonArray.Length; i++)
  203. {
  204. var navigationPolygonData = polygonArray[i];
  205. var polygonPointArray = navigationPolygonData.ConvertPointsToVector2Array();
  206. //这里的位置需要加上房间位置
  207. for (var j = 0; j < polygonPointArray.Length; j++)
  208. {
  209. polygonPointArray[j] = polygonPointArray[j] + roomInfo.GetWorldPosition() - offset;
  210. }
  211. polygon.AddOutline(polygonPointArray);
  212. var points = new List<SerializeVector2>();
  213. for (var j = 0; j < polygonPointArray.Length; j++)
  214. {
  215. points.Add(new SerializeVector2(polygonPointArray[j]));
  216. }
  217. //存入汇总列表
  218. _roomStaticNavigationList.Add(new NavigationPolygonData(navigationPolygonData.Type, points));
  219. }
  220. polygon.MakePolygonsFromOutlines();
  221. var navigationPolygon = new NavigationRegion2D();
  222. navigationPolygon.Name = "NavigationRegion" + (GetChildCount() + 1);
  223. navigationPolygon.NavigationPolygon = polygon;
  224. _world.TileRoot.AddChild(navigationPolygon);
  225. }
  226.  
  227. //创建门
  228. private void CreateDoor(RoomInfo roomInfo)
  229. {
  230. foreach (var doorInfo in roomInfo.Doors)
  231. {
  232. RoomDoor door;
  233. switch (doorInfo.Direction)
  234. {
  235. case DoorDirection.E:
  236. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_e");
  237. door.Position = (doorInfo.OriginPosition + new Vector2(0.5f, 2)) * GameConfig.TileCellSize;
  238. door.ZIndex = GameConfig.TopMapLayer;
  239. break;
  240. case DoorDirection.W:
  241. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_w");
  242. door.Position = (doorInfo.OriginPosition + new Vector2(-0.5f, 2)) * GameConfig.TileCellSize;
  243. door.ZIndex = GameConfig.TopMapLayer;
  244. break;
  245. case DoorDirection.S:
  246. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_s");
  247. door.Position = (doorInfo.OriginPosition + new Vector2(2f, 1.5f)) * GameConfig.TileCellSize;
  248. door.ZIndex = GameConfig.TopMapLayer;
  249. break;
  250. case DoorDirection.N:
  251. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_n");
  252. door.Position = (doorInfo.OriginPosition + new Vector2(2f, -0.5f)) * GameConfig.TileCellSize;
  253. door.ZIndex = GameConfig.MiddleMapLayer;
  254. break;
  255. default:
  256. return;
  257. }
  258. doorInfo.Door = door;
  259. door.Init(doorInfo);
  260. door.PutDown(RoomLayerEnum.NormalLayer, false);
  261. }
  262. }
  263.  
  264. //创建房间归属区域
  265. private void CreateRoomAisleAffiliation(RoomInfo roomInfo)
  266. {
  267. var affiliation = new AffiliationArea();
  268. affiliation.Name = "AffiliationArea" + (_affiliationIndex++);
  269. affiliation.Init(roomInfo, new Rect2(
  270. roomInfo.GetWorldPosition() + new Vector2(GameConfig.TileCellSize, GameConfig.TileCellSize),
  271. (roomInfo.Size - new Vector2I(2, 2)) * GameConfig.TileCellSize));
  272. roomInfo.Affiliation = affiliation;
  273. _world.AddChild(affiliation);
  274. }
  275. /// <summary>
  276. /// 玩家第一次进入某个房间回调
  277. /// </summary>
  278. private void OnPlayerFirstEnterRoom(object o)
  279. {
  280. var room = (RoomInfo)o;
  281. room.BeReady();
  282. //如果关门了, 那么房间外的敌人就会丢失目标
  283. if (room.IsSeclusion)
  284. {
  285. var playerAffiliationArea = Player.Current.AffiliationArea;
  286. foreach (var enemy in _world.Enemy_InstanceList)
  287. {
  288. //不与玩家处于同一个房间
  289. if (enemy.AffiliationArea != playerAffiliationArea)
  290. {
  291. if (enemy.StateController.CurrState != AiStateEnum.AiNormal)
  292. {
  293. enemy.StateController.ChangeState(AiStateEnum.AiNormal);
  294. }
  295. }
  296. }
  297. }
  298. }
  299.  
  300. /// <summary>
  301. /// 玩家进入某个房间回调
  302. /// </summary>
  303. private void OnPlayerEnterRoom(object o)
  304. {
  305. }
  306. /// <summary>
  307. /// 检测当前房间敌人是否已经消灭干净, 应当每秒执行一次
  308. /// </summary>
  309. private void OnCheckEnemy()
  310. {
  311. var activeRoom = ActiveRoom;
  312. if (activeRoom != null)// && //activeRoom.IsSeclusion)
  313. {
  314. if (activeRoom.IsSeclusion) //房间处于关上状态
  315. {
  316. if (activeRoom.IsCurrWaveOver()) //所有标记执行完成
  317. {
  318. //是否有存活的敌人
  319. var flag = ActiveAffiliationArea.ExistIncludeItem(
  320. activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy)
  321. );
  322. //GD.Print("当前房间存活数量: " + count);
  323. if (!flag)
  324. {
  325. activeRoom.OnClearRoom();
  326. }
  327. }
  328. }
  329. }
  330. }
  331.  
  332. /// <summary>
  333. /// 更新敌人视野
  334. /// </summary>
  335. private void UpdateEnemiesView()
  336. {
  337. _world.Enemy_IsFindTarget = false;
  338. _world.Enemy_FindTargetAffiliationSet.Clear();
  339. for (var i = 0; i < _world.Enemy_InstanceList.Count; i++)
  340. {
  341. var enemy = _world.Enemy_InstanceList[i];
  342. var state = enemy.StateController.CurrState;
  343. if (state == AiStateEnum.AiFollowUp || state == AiStateEnum.AiSurround) //目标在视野内
  344. {
  345. if (!_world.Enemy_IsFindTarget)
  346. {
  347. _world.Enemy_IsFindTarget = true;
  348. _world.Enemy_FindTargetPosition = Player.Current.GetCenterPosition();
  349. _world.Enemy_FindTargetAffiliationSet.Add(Player.Current.AffiliationArea);
  350. }
  351. _world.Enemy_FindTargetAffiliationSet.Add(enemy.AffiliationArea);
  352. }
  353. }
  354. }
  355.  
  356. private void DisposeRoomInfo(RoomInfo roomInfo)
  357. {
  358. foreach (var activityMark in roomInfo.ActivityMarks)
  359. {
  360. activityMark.QueueFree();
  361. }
  362. roomInfo.ActivityMarks.Clear();
  363. }
  364. public override void _Draw()
  365. {
  366. if (GameApplication.Instance.Debug)
  367. {
  368. if (_dungeonTile != null)
  369. {
  370. //绘制ai寻路区域
  371. Utils.DrawNavigationPolygon(this, _roomStaticNavigationList.ToArray());
  372. }
  373. //绘制房间区域
  374. // if (_dungeonGenerator != null)
  375. // {
  376. // DrawRoomInfo(StartRoom);
  377. // }
  378. //绘制边缘线
  379. }
  380. }
  381. //绘制房间区域, debug 用
  382. private void DrawRoomInfo(RoomInfo room)
  383. {
  384. var cellSize = _world.TileRoot.CellQuadrantSize;
  385. var pos1 = (room.Position + room.Size / 2) * cellSize;
  386. //绘制下一个房间
  387. foreach (var nextRoom in room.Next)
  388. {
  389. var pos2 = (nextRoom.Position + nextRoom.Size / 2) * cellSize;
  390. DrawLine(pos1, pos2, Colors.Red);
  391. DrawRoomInfo(nextRoom);
  392. }
  393.  
  394. DrawString(ResourceManager.DefaultFont16Px, pos1 - new Vector2I(0, 10), "Id: " + room.Id.ToString());
  395. DrawString(ResourceManager.DefaultFont16Px, pos1 + new Vector2I(0, 10), "Layer: " + room.Layer.ToString());
  396.  
  397. //绘制门
  398. foreach (var roomDoor in room.Doors)
  399. {
  400. var originPos = roomDoor.OriginPosition * cellSize;
  401. switch (roomDoor.Direction)
  402. {
  403. case DoorDirection.E:
  404. DrawLine(originPos, originPos + new Vector2(3, 0) * cellSize, Colors.Yellow);
  405. DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos + new Vector2(3, 4) * cellSize,
  406. Colors.Yellow);
  407. break;
  408. case DoorDirection.W:
  409. DrawLine(originPos, originPos - new Vector2(3, 0) * cellSize, Colors.Yellow);
  410. DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos - new Vector2(3, -4) * cellSize,
  411. Colors.Yellow);
  412. break;
  413. case DoorDirection.S:
  414. DrawLine(originPos, originPos + new Vector2(0, 3) * cellSize, Colors.Yellow);
  415. DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos + new Vector2(4, 3) * cellSize,
  416. Colors.Yellow);
  417. break;
  418. case DoorDirection.N:
  419. DrawLine(originPos, originPos - new Vector2(0, 3) * cellSize, Colors.Yellow);
  420. DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos - new Vector2(-4, 3) * cellSize,
  421. Colors.Yellow);
  422. break;
  423. }
  424. //绘制房间区域
  425. DrawRect(new Rect2(room.Position * cellSize, room.Size * cellSize), Colors.Blue, false);
  426.  
  427. if (roomDoor.HasCross && roomDoor.RoomInfo.Id < roomDoor.ConnectRoom.Id)
  428. {
  429. DrawRect(new Rect2(roomDoor.Cross * cellSize, new Vector2(cellSize * 4, cellSize * 4)), Colors.Yellow, false);
  430. }
  431. }
  432. }
  433. }