- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Godot;
-
- /// <summary>
- /// 房间管理器
- /// </summary>
- public partial class RoomManager : Node2D
- {
- /// <summary>
- /// //对象根节点
- /// </summary>
- [Export] public Node2D NormalLayer;
-
- /// <summary>
- /// 对象根节点, 带y轴排序功能
- /// </summary>
- [Export] public Node2D YSortLayer;
-
- /// <summary>
- /// 地图根节点
- /// </summary>
- [Export] public TileMap TileRoot;
-
- /// <summary>
- /// 玩家对象
- /// </summary>
- public Player Player { get; private set; }
-
- private DungeonTile _dungeonTile;
- private AutoTileConfig _autoTileConfig;
-
- private Font _font;
- private GenerateDungeon _generateDungeon;
-
- //房间内所有导航网格数据
- private List<NavigationPolygonData> _roomNavDataList = new List<NavigationPolygonData>();
-
- public override void _EnterTree()
- {
- //创建玩家
- Player = new Player();
- Player.Position = new Vector2(30, 30);
- Player.Name = "Player";
- Player.PutDown(RoomLayerEnum.YSortLayer);
- }
-
- public override void _Ready()
- {
- TileRoot.YSortEnabled = false;
- //FloorTileMap.NavigationVisibilityMode = TileMap.VisibilityMode.ForceShow;
-
- _font = ResourceManager.Load<Font>(ResourcePath.resource_font_cn_font_36_tres);
-
- var nowTicks = DateTime.Now.Ticks;
- //生成地牢房间
- _generateDungeon = new GenerateDungeon();
- _generateDungeon.Generate();
-
- //填充地牢
- _autoTileConfig = new AutoTileConfig();
- _dungeonTile = new DungeonTile(TileRoot);
- _dungeonTile.AutoFillRoomTile(_autoTileConfig, _generateDungeon.StartRoom);
-
- //生成寻路网格
- _dungeonTile.GenerateNavigationPolygon(DungeonTile.AisleFloorLayer);
- //挂载导航区域
- _dungeonTile.MountNavigationPolygon(this);
- _roomNavDataList.AddRange(_dungeonTile.GetPolygonData());
- //挂载所有导航区域
- _generateDungeon.EachRoom(MountNavFromRoomInfo);
-
- GD.Print("生成地牢用时: " + (DateTime.Now.Ticks - nowTicks) / 10000 + "毫秒");
-
- //播放bgm
- SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f);
-
- Player.PickUpWeapon(WeaponManager.GetGun("1001"));
- // Player.PickUpWeapon(WeaponManager.GetGun("1002"));
- Player.PickUpWeapon(WeaponManager.GetGun("1004"));
- Player.PickUpWeapon(WeaponManager.GetGun("1003"));
-
- // var enemy1 = new Enemy();
- // enemy1.PutDown(new Vector2(160, 160), RoomLayerEnum.YSortLayer);
- // enemy1.PickUpWeapon(WeaponManager.GetGun("1001"));
-
- // for (int i = 0; i < 10; i++)
- // {
- // var enemyTemp = new Enemy();
- // enemyTemp.PutDown(new Vector2(30 + (i + 1) * 20, 30), RoomLayerEnum.YSortLayer);
- // // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1003"));
- // // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1001"));
- // }
-
- // var enemy2 = new Enemy();
- // enemy2.Name = "Enemy2";
- // enemy2.PutDown(new Vector2(120, 100));
- // enemy2.PickUpWeapon(WeaponManager.GetGun("1002"));
- // //enemy2.PickUpWeapon(WeaponManager.GetGun("1004"));
- // //enemy2.PickUpWeapon(WeaponManager.GetGun("1003"));
- //
- // var enemy3 = new Enemy();
- // enemy3.Name = "Enemy3";
- // enemy3.PutDown(new Vector2(100, 120));
- // enemy3.PickUpWeapon(WeaponManager.GetGun("1003"));
- // enemy3.PickUpWeapon(WeaponManager.GetGun("1002"));
-
- // WeaponManager.GetGun("1004").PutDown(new Vector2(80, 100), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1001").PutDown(new Vector2(220, 120), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1001").PutDown(new Vector2(230, 120), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1001").PutDown(new Vector2(80, 80), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1002").PutDown(new Vector2(80, 120), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1003").PutDown(new Vector2(120, 80), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1003").PutDown(new Vector2(130, 80), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1003").PutDown(new Vector2(140, 80), RoomLayerEnum.NormalLayer);
-
- // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 80), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1002").PutDown(new Vector2(180, 120), RoomLayerEnum.NormalLayer);
- // WeaponManager.GetGun("1002").PutDown(new Vector2(180, 130), RoomLayerEnum.NormalLayer);
-
- }
-
- /// <summary>
- /// 获取指定层级根节点
- /// </summary>
- /// <param name="layerEnum"></param>
- /// <returns></returns>
- public Node2D GetRoomLayer(RoomLayerEnum layerEnum)
- {
- switch (layerEnum)
- {
- case RoomLayerEnum.NormalLayer:
- return NormalLayer;
- case RoomLayerEnum.YSortLayer:
- return YSortLayer;
- }
-
- return null;
- }
-
- public override void _Process(double delta)
- {
- Enemy.UpdateEnemiesView();
- if (GameApplication.Instance.Debug)
- {
- QueueRedraw();
- }
- }
-
- public override void _Draw()
- {
- if (GameApplication.Instance.Debug)
- {
- if (_dungeonTile != null)
- {
- // DrawLine(new Vector2(0, -5000), new Vector2(0, 5000), Colors.Green);
- // DrawLine(new Vector2(-5000, 0), new Vector2(5000, 0), Colors.Green);
-
- //绘制ai寻路区域
- Utils.DrawNavigationPolygon(this, _roomNavDataList.ToArray());
- }
- //绘制房间区域
- //DrawRoomInfo(_generateDungeon.StartRoom);
- }
- }
-
- private void MountNavFromRoomInfo(RoomInfo roomInfo)
- {
- var polygonArray = roomInfo.RoomSplit.RoomInfo.NavigationList.ToArray();
- var polygon = new NavigationPolygon();
- for (var i = 0; i < polygonArray.Length; i++)
- {
- var navigationPolygonData = polygonArray[i];
- var polygonPointArray = navigationPolygonData.ConvertPointsToVector2Array();
- //这里的位置需要加上房间位置
- for (var j = 0; j < polygonPointArray.Length; j++)
- {
- polygonPointArray[j] = polygonPointArray[j] + (roomInfo.Position + Vector2I.One) * GenerateDungeon.TileCellSize;
- }
- polygon.AddOutline(polygonPointArray);
-
- //存入汇总列表
- _roomNavDataList.Add(new NavigationPolygonData()
- {
- Type = navigationPolygonData.Type,
- Points = polygonPointArray.Select(point => new SerializeVector2(point)).ToList(),
- });
- }
- polygon.MakePolygonsFromOutlines();
- var navigationPolygon = new NavigationRegion2D();
- navigationPolygon.Name = "NavigationRegion" + (GetChildCount() + 1);
- navigationPolygon.NavigationPolygon = polygon;
- AddChild(navigationPolygon);
- }
-
- //绘制房间区域, debug 用
- private void DrawRoomInfo(RoomInfo room)
- {
- var cellSize = TileRoot.CellQuadrantSize;
- var pos1 = (room.Position + room.Size / 2) * cellSize;
-
- //绘制下一个房间
- foreach (var nextRoom in room.Next)
- {
- var pos2 = (nextRoom.Position + nextRoom.Size / 2) * cellSize;
- DrawLine(pos1, pos2, Colors.Red);
- DrawRoomInfo(nextRoom);
- }
-
- DrawString(_font, pos1, room.Id.ToString());
-
- //绘制门
- foreach (var roomDoor in room.Doors)
- {
- var originPos = roomDoor.OriginPosition * cellSize;
- switch (roomDoor.Direction)
- {
- case DoorDirection.E:
- DrawLine(originPos, originPos + new Vector2(3, 0) * cellSize, Colors.Yellow);
- DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos + new Vector2(3, 4) * cellSize,
- Colors.Yellow);
- break;
- case DoorDirection.W:
- DrawLine(originPos, originPos - new Vector2(3, 0) * cellSize, Colors.Yellow);
- DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos - new Vector2(3, -4) * cellSize,
- Colors.Yellow);
- break;
- case DoorDirection.S:
- DrawLine(originPos, originPos + new Vector2(0, 3) * cellSize, Colors.Yellow);
- DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos + new Vector2(4, 3) * cellSize,
- Colors.Yellow);
- break;
- case DoorDirection.N:
- DrawLine(originPos, originPos - new Vector2(0, 3) * cellSize, Colors.Yellow);
- DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos - new Vector2(-4, 3) * cellSize,
- Colors.Yellow);
- break;
- }
-
- //绘制房间区域
- DrawRect(new Rect2(room.Position * cellSize, room.Size * cellSize), Colors.Blue, false);
-
- if (roomDoor.HasCross && roomDoor.RoomInfo.Id < roomDoor.ConnectRoom.Id)
- {
- DrawRect(new Rect2(roomDoor.Cross * cellSize, new Vector2(cellSize * 4, cellSize * 4)), Colors.Yellow, false);
- }
- }
- }
- }