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DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Text.Json;
  6. using Config;
  7. using Godot;
  8. using UI.BottomTips;
  9.  
  10. public partial class GameApplication : Node2D, ICoroutine
  11. {
  12. public static GameApplication Instance { get; private set; }
  13. /// <summary>
  14. /// 游戏渲染视口
  15. /// </summary>
  16. [Export] public SubViewport SubViewport;
  17.  
  18. /// <summary>
  19. /// SubViewportContainer 组件
  20. /// </summary>
  21. [Export] public SubViewportContainer SubViewportContainer;
  22.  
  23. /// <summary>
  24. /// 场景根节点
  25. /// </summary>
  26. [Export] public Node2D SceneRoot;
  27. /// <summary>
  28. /// 全局根节点
  29. /// </summary>
  30. [Export] public Node2D GlobalNodeRoot;
  31.  
  32. /// <summary>
  33. /// 是否开启调试
  34. /// </summary>
  35. [ExportGroup("Debug")]
  36. [Export] public bool Debug = false;
  37.  
  38. /// <summary>
  39. /// 测试用, 指定生成的房间
  40. /// </summary>
  41. [Export]
  42. public PackedScene[] DesignatedRoom;
  43.  
  44. /// <summary>
  45. /// 鼠标指针
  46. /// </summary>
  47. public Cursor Cursor { get; private set; }
  48. /// <summary>
  49. /// 游戏世界
  50. /// </summary>
  51. public World World { get; private set; }
  52.  
  53. /// <summary>
  54. /// 地牢管理器
  55. /// </summary>
  56. public DungeonManager DungeonManager { get; private set; }
  57. /// <summary>
  58. /// 房间配置
  59. /// </summary>
  60. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  61. /// <summary>
  62. /// 房间配置数据, key: 模板房间资源路径
  63. /// </summary>
  64. public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  65.  
  66. /// <summary>
  67. /// 游戏视图大小
  68. /// </summary>
  69. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  70. /// <summary>
  71. /// 像素缩放
  72. /// </summary>
  73. public int PixelScale { get; private set; } = 4;
  74. /// <summary>
  75. /// 地牢配置信息
  76. /// </summary>
  77. public DungeonConfig DungeonConfig { get; private set; }
  78.  
  79. //开启的协程
  80. private List<CoroutineData> _coroutineList;
  81. public GameApplication()
  82. {
  83. Instance = this;
  84.  
  85. //初始化配置表
  86. ExcelConfig.Init();
  87. //初始化房间配置数据
  88. InitRoomConfig();
  89. //初始化 ActivityObject
  90. ActivityObject.InitActivity();
  91. //初始化武器数据
  92. Weapon.InitWeaponAttribute();
  93. DungeonConfig = new DungeonConfig();
  94. DungeonConfig.GroupName = "testGroup";
  95. DungeonConfig.RoomCount = 20;
  96. }
  97. public override void _EnterTree()
  98. {
  99. //随机化种子
  100. //GD.Randomize();
  101. //固定帧率
  102. Engine.MaxFps = 60;
  103. //调试绘制开关
  104. ActivityObject.IsDebug = Debug;
  105. //Engine.TimeScale = 0.2f;
  106.  
  107. ImageCanvas.Init(GetTree().CurrentScene);
  108. //窗体大小改变
  109. GetWindow().SizeChanged += OnWindowSizeChanged;
  110. RefreshSubViewportSize();
  111.  
  112. #if TOOLS
  113. InitDesignatedRoom();
  114. #endif
  115. //初始化ui
  116. UiManager.Init();
  117. // 初始化鼠标
  118. InitCursor();
  119. //地牢管理器
  120. DungeonManager = new DungeonManager();
  121. DungeonManager.Name = "DungeonManager";
  122. SceneRoot.AddChild(DungeonManager);
  123.  
  124. MapProjectManager.Init();
  125. BottomTipsPanel.Init();
  126. //打开主菜单Ui
  127. //UiManager.Open_Main();
  128. //UiManager.Open_MapEditor();
  129. UiManager.Open_MapEditorProject();
  130. //EditorWindowManager.ShowSelectObject("选择物体");
  131. }
  132.  
  133. public override void _Process(double delta)
  134. {
  135. var newDelta = (float)delta;
  136. InputManager.Update(newDelta);
  137. SoundManager.Update(newDelta);
  138. //协程更新
  139. if (_coroutineList != null)
  140. {
  141. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  142. }
  143. }
  144.  
  145. /// <summary>
  146. /// 创建新的 World 对象, 相当于清理房间
  147. /// </summary>
  148. public World CreateNewWorld()
  149. {
  150. if (World != null)
  151. {
  152. ClearWorld();
  153. World.QueueFree();
  154. }
  155. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  156. SceneRoot.AddChild(World);
  157. return World;
  158. }
  159.  
  160. /// <summary>
  161. /// 销毁 World 对象, 相当于清理房间
  162. /// </summary>
  163. public void DestroyWorld()
  164. {
  165. if (World != null)
  166. {
  167. ClearWorld();
  168. World.QueueFree();
  169. }
  170.  
  171. World = null;
  172. }
  173. /// <summary>
  174. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  175. /// </summary>
  176. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  177. {
  178. //return globalPos;
  179. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  180. }
  181.  
  182. /// <summary>
  183. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  184. /// </summary>
  185. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  186. {
  187. // 3.5写法
  188. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  189. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  190. }
  191. public long StartCoroutine(IEnumerator able)
  192. {
  193. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  194. }
  195. public void StopCoroutine(long coroutineId)
  196. {
  197. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  198. }
  199. public void StopAllCoroutine()
  200. {
  201. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  202. }
  203.  
  204. //初始化房间配置
  205. private void InitRoomConfig()
  206. {
  207. //加载房间配置信息
  208. var asText = ResourceManager.LoadText("res://resource/map/tileMaps/GroupConfig.json");
  209. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  210.  
  211. //初始化RoomConfigMap
  212. RoomConfigMap = new Dictionary<string, DungeonRoomSplit>();
  213. //加载流程更改
  214. // foreach (var dungeonRoomGroup in RoomConfig)
  215. // {
  216. // foreach (var dungeonRoomType in Enum.GetValues<DungeonRoomType>())
  217. // {
  218. // foreach (var dungeonRoomSplit in dungeonRoomGroup.Value.GetRoomList(dungeonRoomType))
  219. // {
  220. // RoomConfigMap.Add(dungeonRoomSplit.ScenePath, dungeonRoomSplit);
  221. // }
  222. // }
  223. // }
  224. }
  225.  
  226. //窗体大小改变
  227. private void OnWindowSizeChanged()
  228. {
  229. var size = GetWindow().Size;
  230. ViewportSize = size / PixelScale;
  231. RefreshSubViewportSize();
  232. }
  233. //刷新视窗大小
  234. private void RefreshSubViewportSize()
  235. {
  236. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  237. s.X = s.X / 2 * 2;
  238. s.Y = s.Y / 2 * 2;
  239. SubViewport.Size = s;
  240. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  241. SubViewportContainer.Size = s;
  242. }
  243.  
  244. //初始化鼠标
  245. private void InitCursor()
  246. {
  247. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  248. var cursorLayer = new CanvasLayer();
  249. cursorLayer.Name = "CursorLayer";
  250. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  251. AddChild(cursorLayer);
  252. cursorLayer.AddChild(Cursor);
  253. }
  254.  
  255. //清理世界
  256. private void ClearWorld()
  257. {
  258. var childCount = World.NormalLayer.GetChildCount();
  259. for (var i = 0; i < childCount; i++)
  260. {
  261. var c = World.NormalLayer.GetChild(i);
  262. if (c is IDestroy destroy)
  263. {
  264. destroy.Destroy();
  265. }
  266. }
  267. childCount = World.YSortLayer.GetChildCount();
  268. for (var i = 0; i < childCount; i++)
  269. {
  270. var c = World.YSortLayer.GetChild(i);
  271. if (c is IDestroy destroy)
  272. {
  273. destroy.Destroy();
  274. }
  275. }
  276. }
  277.  
  278. #if TOOLS
  279. //调试模式下, 指定生成哪些房间
  280. private void InitDesignatedRoom()
  281. {
  282. if (DesignatedRoom != null && DesignatedRoom.Length > 0)
  283. {
  284. var list = new List<DungeonRoomSplit>();
  285. foreach (var packedScene in DesignatedRoom)
  286. {
  287. if (RoomConfigMap.TryGetValue(packedScene.ResourcePath, out var dungeonRoomSplit))
  288. {
  289. list.Add(dungeonRoomSplit);
  290. }
  291. }
  292. DungeonGenerator.SetDesignatedRoom(list);
  293. }
  294. }
  295. #endif
  296.  
  297. }