using System.Collections.Generic; using Godot; /// <summary> /// 房间图块配置信息 /// </summary> public class AutoTileConfig { public TileCellData IN_LT = new TileCellData(0, new Vector2I(3, 3)); public TileCellData IN_LB = new TileCellData(0, new Vector2I(11, 2)); public TileCellData IN_RT = new TileCellData(0, new Vector2I(1, 3)); public TileCellData IN_RB = new TileCellData(0, new Vector2I(13, 2)); public TileCellData R = new TileCellData(0, new Vector2I(1, 3)); public TileCellData L = new TileCellData(0, new Vector2I(3, 3)); public TileCellData T = new TileCellData(0, new Vector2I(2, 7)); public TileCellData B = new TileCellData(0, new Vector2I(2, 2)); public TileCellData OUT_LT = new TileCellData(0, new Vector2I(1, 2)); public TileCellData OUT_LB = new TileCellData(0, new Vector2I(1, 7)); public TileCellData OUT_RT = new TileCellData(0, new Vector2I(3, 2)); public TileCellData OUT_RB = new TileCellData(0, new Vector2I(3, 7)); public TileCellData WALL_BLOCK = new TileCellData(0, new Vector2I(2, 3)); private List<Vector2I> _middleLayerAtlasCoords = new List<Vector2I>() { new Vector2I(1, 6), new Vector2I(2, 6), new Vector2I(3, 6), new Vector2I(1, 7), new Vector2I(2, 7), new Vector2I(3, 7), }; private List<Vector2I> _topLayerAtlasCoords = new List<Vector2I>() { new Vector2I(1, 4), new Vector2I(1, 3), new Vector2I(1, 2), new Vector2I(2, 2), new Vector2I(3, 2), new Vector2I(3, 3), new Vector2I(3, 4), new Vector2I(11, 2), new Vector2I(13, 2), }; public int GetLayer(Vector2I atlasCoords) { var layer = GameConfig.FloorMapLayer; if (_middleLayerAtlasCoords.Contains(atlasCoords)) { layer = GameConfig.MiddleMapLayer; } else if (_topLayerAtlasCoords.Contains(atlasCoords)) { layer = GameConfig.TopMapLayer; } return layer; } //----------------------------------------------------------- public TileCellData Floor = new TileCellData(0, new Vector2I(0, 4)); public TileCellData TopMask = new TileCellData(0, new Vector2I(9, 2)); public TileCellData WallLeft = new TileCellData(0, new Vector2I(1, 4)); public TileCellData WallCenter = new TileCellData(0, new Vector2I(2, 4)); public TileCellData WallRight = new TileCellData(0, new Vector2I(3, 4)); public TileCellData WallSingle = new TileCellData(0, new Vector2I(4, 4)); //----------------------------- 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; //------------------------------------------------------------------------- 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.Terrain != -1 && tileData.TerrainSet != -1) //判断是否使用掩码 { HandlerTileData(tileData.GetTerrainPeeringValue(), sourceId, pos); } } } public int GetLayer2(Vector2I atlasCoords) { return atlasCoords == Floor.AutoTileCoords ? GameConfig.FloorMapLayer : GameConfig.TopMapLayer; } private void HandlerTileData(uint peeringValue, int sourceId, Vector2I pos) { var temp = new TileCellData(sourceId, pos); switch (peeringValue) { case TerrainPeering.Center | TerrainPeering.Bottom: Auto_000_010_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Bottom: Auto_010_010_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Center: Auto_010_010_000 = temp; break; case TerrainPeering.Center: Auto_000_010_000 = temp; break; case TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_000_011_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_010_011_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Center | TerrainPeering.Right: Auto_010_011_000 = temp; break; case TerrainPeering.Center | TerrainPeering.Right: Auto_000_011_000 = temp; break; case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_000_111_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right | TerrainPeering.Bottom: Auto_010_111_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_010_111_000 = temp; break; case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Right: Auto_000_111_000 = temp; break; case TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Bottom: Auto_000_110_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center | TerrainPeering.Bottom: Auto_010_110_010 = temp; break; case TerrainPeering.Top | TerrainPeering.Left | TerrainPeering.Center: Auto_010_110_000 = temp; break; case TerrainPeering.Left | TerrainPeering.Center: Auto_000_110_000 = temp; break; default: Debug.LogError("未知PeeringValue: " + peeringValue); break; } } }