using Godot; public static class DungeonTileManager { public static void AutoFillRoomTile(TileMap floor, TileMap middle, TileMap top, RoomInfo roomInfo) { foreach (var info in roomInfo.Next) { AutoFillRoomTile(floor, middle, top, info); } //铺房间 FillRect(floor, 0, roomInfo.Position, roomInfo.Size); //铺过道 foreach (var doorInfo in roomInfo.Doors) { if (doorInfo.ConnectRoom.Id < roomInfo.Id) { if (!doorInfo.HasCross) { var rect = Utils.CalcRect( doorInfo.OriginPosition.x, doorInfo.OriginPosition.y, doorInfo.ConnectDoor.OriginPosition.x, doorInfo.ConnectDoor.OriginPosition.y ); if (doorInfo.Direction == DoorDirection.N || doorInfo.Direction == DoorDirection.S) { rect.Size = new Vector2(4, rect.Size.y); } else { rect.Size = new Vector2(rect.Size.x, 4); } FillRect(floor, 0, rect.Position, rect.Size); } } } } private static void FillRect(TileMap tileMap, int index, Vector2 pos, Vector2 size) { for (int i = 0; i < size.x; i++) { for (int j = 0; j < size.y; j++) { tileMap.SetCell((int)pos.x + i, (int)pos.y + j, index, false, false, false, new Vector2(0, 8)); } } } }