using System.Collections.Generic; using Godot; /// <summary> /// 房间图块配置信息 /// </summary> public class AutoTileConfig { public TileCellData Floor = new TileCellData(0, new Vector2I(0, 4), TerrainPeering.None, GameConfig.FloorMapLayer); public TileCellData TopMask; public TileCellData Wall_Bottom; public TileCellData Wall_Left; public TileCellData Wall_Right; public TileCellData Wall_Top; public TileCellData Wall_Out_LB; public TileCellData Wall_Out_LT; public TileCellData Wall_Out_RB; public TileCellData Wall_Out_RT; public TileCellData Wall_IN_LT; public TileCellData Wall_IN_LB; public TileCellData Wall_IN_RT; public TileCellData Wall_IN_RB; public TileCellData Wall_Vertical_Left = new TileCellData(0, new Vector2I(1, 4), TerrainPeering.None, GameConfig.MiddleMapLayer); public TileCellData Wall_Vertical_Center = new TileCellData(0, new Vector2I(2, 4), TerrainPeering.None, GameConfig.MiddleMapLayer); public TileCellData Wall_Vertical_Right = new TileCellData(0, new Vector2I(3, 4), TerrainPeering.None, GameConfig.MiddleMapLayer); public TileCellData Wall_Vertical_Single = new TileCellData(0, new Vector2I(4, 4), TerrainPeering.None, GameConfig.MiddleMapLayer); //----------------------------- 所有自动图块数据 ----------------------------- //----------------------------- 命名规则: Auto_ + LT + T + RT + _ + L + C + R + _ + LB + B + RB //第一列 public TileCellData Auto_000_010_010; public TileCellData Auto_010_010_010; public TileCellData Auto_010_010_000; public TileCellData Auto_000_010_000; //第二列 public TileCellData Auto_000_011_010; public TileCellData Auto_010_011_010; public TileCellData Auto_010_011_000; public TileCellData Auto_000_011_000; //第三列 public TileCellData Auto_000_111_010; public TileCellData Auto_010_111_010; public TileCellData Auto_010_111_000; public TileCellData Auto_000_111_000; //第四列 public TileCellData Auto_000_110_010; public TileCellData Auto_010_110_010; public TileCellData Auto_010_110_000; public TileCellData Auto_000_110_000; //第五列 public TileCellData Auto_110_111_010; public TileCellData Auto_010_011_011; public TileCellData Auto_011_011_010; public TileCellData Auto_010_111_110; //第六列 public TileCellData Auto_000_111_011; public TileCellData Auto_011_111_111; public TileCellData Auto_111_111_011; public TileCellData Auto_011_111_000; //第七列 public TileCellData Auto_000_111_110; public TileCellData Auto_110_111_111; public TileCellData Auto_111_111_110; public TileCellData Auto_110_111_000; //第八列 public TileCellData Auto_011_111_010; public TileCellData Auto_010_110_110; public TileCellData Auto_110_110_010; public TileCellData Auto_010_111_011; //第九列 public TileCellData Auto_000_011_011; public TileCellData Auto_011_011_011; public TileCellData Auto_011_111_011; public TileCellData Auto_011_011_000; //第十列 public TileCellData Auto_010_111_111; public TileCellData Auto_110_111_011; public TileCellData Auto_111_111_111; public TileCellData Auto_111_111_000; //第十一列 public TileCellData Auto_000_111_111; public TileCellData Auto_011_111_110; public TileCellData Auto_111_111_010; //第十二列 public TileCellData Auto_000_110_110; public TileCellData Auto_110_111_110; public TileCellData Auto_110_110_110; public TileCellData Auto_110_110_000; //------------------------------------------------------------------------- private Dictionary<Vector2I, TileCellData> _mapping = new Dictionary<Vector2I, TileCellData>(); public AutoTileConfig(int sourceId, TileSetAtlasSource atlasSource) { var tilesCount = atlasSource.GetTilesCount(); for (var i = 0; i < tilesCount; i++) { var pos = atlasSource.GetTileId(i); var tileData = atlasSource.GetTileData(pos, 0); if (tileData != null && tileData.Terrain != -1 && tileData.TerrainSet != -1) //判断是否使用掩码 { HandlerTileData(tileData.GetTerrainPeeringValue(), sourceId, pos); } } TopMask = Auto_111_111_111; Wall_Bottom = Auto_000_111_111; Wall_Left = Auto_110_110_110; Wall_Right = Auto_011_011_011; Wall_Top = Auto_111_111_000; Wall_Out_LB = Auto_011_011_000; Wall_Out_LT = Auto_000_011_011; Wall_Out_RB = Auto_110_110_000; Wall_Out_RT = Auto_000_110_110; Wall_IN_LT = Auto_111_111_110; Wall_IN_LB = Auto_110_111_111; Wall_IN_RT = Auto_111_111_011; Wall_IN_RB = Auto_011_111_111; HandlerMapping(); HandlerOtherCellMapping(); } public int GetLayer(Vector2I atlasCoords) { if (_mapping.TryGetValue(atlasCoords, out var tile)) { return tile.DefaultLayer; } return GameConfig.FloorMapLayer; } private void HandlerTileData(uint peeringValue, int sourceId, Vector2I pos) { switch (peeringValue) { //第一列 case TerrainPeering.Center | TerrainPeering.Bottom: Auto_000_010_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Bottom: Auto_010_010_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Center: Auto_010_010_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; case TerrainPeering.Center: Auto_000_010_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第二列 case TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_000_011_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_010_011_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Right: Auto_010_011_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; case TerrainPeering.Center | TerrainPeering.Right: Auto_000_011_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第三列 case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_000_111_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_010_111_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_010_111_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_000_111_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第四列 case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Bottom: Auto_000_110_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Bottom: Auto_010_110_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center: Auto_010_110_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; case TerrainPeering.Left | TerrainPeering.Center: Auto_000_110_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第五列 case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_110_111_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_010_011_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_011_011_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_010_111_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; //第六列 case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_000_111_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_011_111_111 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_111_111_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_011_111_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第七列 case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_000_111_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_110_111_111 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_111_111_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_110_111_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第八列 case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_011_111_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_010_110_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Bottom: Auto_110_110_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_010_111_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; //第九列 case TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_000_011_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_011_011_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_011_111_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Center | TerrainPeering.Right: Auto_011_011_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第十列 case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_010_111_111 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_110_111_011 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_111_111_111 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_111_111_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; //第十一列 case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom | TerrainPeering.RightBottom: Auto_000_111_111 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_011_111_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.RightTop | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_111_111_010 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; //第十二列 case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_000_110_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_110_111_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.LeftBottom | TerrainPeering.Bottom: Auto_110_110_110 = new TileCellData(sourceId, pos, peeringValue, GameConfig.TopMapLayer); break; case TerrainPeering.LeftTop | TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center: Auto_110_110_000 = new TileCellData(sourceId, pos, peeringValue, GameConfig.MiddleMapLayer); break; default: Debug.LogError("未知PeeringValue: " + peeringValue); break; } } private void HandlerMapping() { //第一列 _mapping.Add(Auto_000_010_010.AutoTileCoords, Auto_000_010_010); _mapping.Add(Auto_010_010_010.AutoTileCoords, Auto_010_010_010); _mapping.Add(Auto_010_010_000.AutoTileCoords, Auto_010_010_000); _mapping.Add(Auto_000_010_000.AutoTileCoords, Auto_000_010_000); //第二列 _mapping.Add(Auto_000_011_010.AutoTileCoords, Auto_000_011_010); _mapping.Add(Auto_010_011_010.AutoTileCoords, Auto_010_011_010); _mapping.Add(Auto_010_011_000.AutoTileCoords, Auto_010_011_000); _mapping.Add(Auto_000_011_000.AutoTileCoords, Auto_000_011_000); //第三列 _mapping.Add(Auto_000_111_010.AutoTileCoords, Auto_000_111_010); _mapping.Add(Auto_010_111_010.AutoTileCoords, Auto_010_111_010); _mapping.Add(Auto_010_111_000.AutoTileCoords, Auto_010_111_000); _mapping.Add(Auto_000_111_000.AutoTileCoords, Auto_000_111_000); //第四列 _mapping.Add(Auto_000_110_010.AutoTileCoords, Auto_000_110_010); _mapping.Add(Auto_010_110_010.AutoTileCoords, Auto_010_110_010); _mapping.Add(Auto_010_110_000.AutoTileCoords, Auto_010_110_000); _mapping.Add(Auto_000_110_000.AutoTileCoords, Auto_000_110_000); //第五列 _mapping.Add(Auto_110_111_010.AutoTileCoords, Auto_110_111_010); _mapping.Add(Auto_010_011_011.AutoTileCoords, Auto_010_011_011); _mapping.Add(Auto_011_011_010.AutoTileCoords, Auto_011_011_010); _mapping.Add(Auto_010_111_110.AutoTileCoords, Auto_010_111_110); //第六列 _mapping.Add(Auto_000_111_011.AutoTileCoords, Auto_000_111_011); _mapping.Add(Auto_011_111_111.AutoTileCoords, Auto_011_111_111); _mapping.Add(Auto_111_111_011.AutoTileCoords, Auto_111_111_011); _mapping.Add(Auto_011_111_000.AutoTileCoords, Auto_011_111_000); //第七列 _mapping.Add(Auto_000_111_110.AutoTileCoords, Auto_000_111_110); _mapping.Add(Auto_110_111_111.AutoTileCoords, Auto_110_111_111); _mapping.Add(Auto_111_111_110.AutoTileCoords, Auto_111_111_110); _mapping.Add(Auto_110_111_000.AutoTileCoords, Auto_110_111_000); //第八列 _mapping.Add(Auto_011_111_010.AutoTileCoords, Auto_011_111_010); _mapping.Add(Auto_010_110_110.AutoTileCoords, Auto_010_110_110); _mapping.Add(Auto_110_110_010.AutoTileCoords, Auto_110_110_010); _mapping.Add(Auto_010_111_011.AutoTileCoords, Auto_010_111_011); //第九列 _mapping.Add(Auto_000_011_011.AutoTileCoords, Auto_000_011_011); _mapping.Add(Auto_011_011_011.AutoTileCoords, Auto_011_011_011); _mapping.Add(Auto_011_111_011.AutoTileCoords, Auto_011_111_011); _mapping.Add(Auto_011_011_000.AutoTileCoords, Auto_011_011_000); //第十列 _mapping.Add(Auto_010_111_111.AutoTileCoords, Auto_010_111_111); _mapping.Add(Auto_110_111_011.AutoTileCoords, Auto_110_111_011); _mapping.Add(Auto_111_111_111.AutoTileCoords, Auto_111_111_111); _mapping.Add(Auto_111_111_000.AutoTileCoords, Auto_111_111_000); //第十一列 _mapping.Add(Auto_000_111_111.AutoTileCoords, Auto_000_111_111); _mapping.Add(Auto_011_111_110.AutoTileCoords, Auto_011_111_110); _mapping.Add(Auto_111_111_010.AutoTileCoords, Auto_111_111_010); //第十二列 _mapping.Add(Auto_000_110_110.AutoTileCoords, Auto_000_110_110); _mapping.Add(Auto_110_111_110.AutoTileCoords, Auto_110_111_110); _mapping.Add(Auto_110_110_110.AutoTileCoords, Auto_110_110_110); _mapping.Add(Auto_110_110_000.AutoTileCoords, Auto_110_110_000); } private void HandlerOtherCellMapping() { _mapping.Add(Floor.AutoTileCoords, Floor); _mapping.Add(Wall_Vertical_Left.AutoTileCoords, Wall_Vertical_Left); _mapping.Add(Wall_Vertical_Right.AutoTileCoords, Wall_Vertical_Right); _mapping.Add(Wall_Vertical_Center.AutoTileCoords, Wall_Vertical_Center); _mapping.Add(Wall_Vertical_Single.AutoTileCoords, Wall_Vertical_Single); } }