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DungeonShooting / DungeonShooting_Godot / src / framework / common / NodeExtend.cs
@小李xl 小李xl on 9 Oct 2023 5 KB 过道迷雾, 开发中...
  1. using System;
  2. using System.Collections;
  3. using Godot;
  4.  
  5. /// <summary>
  6. /// 该类为 node 节点通用扩展函数类
  7. /// </summary>
  8. public static class NodeExtend
  9. {
  10. /// <summary>
  11. /// 尝试将一个 Node2d 节点转换成一个 ActivityObject 对象, 如果转换失败, 则返回 null
  12. /// </summary>
  13. public static ActivityObject AsActivityObject(this Node2D node2d)
  14. {
  15. if (node2d is ActivityObject p)
  16. {
  17. return p;
  18. }
  19. var parent = node2d.GetParent();
  20. if (parent != null && parent is ActivityObject p2)
  21. {
  22. return p2;
  23. }
  24. return null;
  25. }
  26. /// <summary>
  27. /// 尝试将一个 Node2d 节点转换成一个 ActivityObject 对象, 如果转换失败, 则返回 null
  28. /// </summary>
  29. public static T AsActivityObject<T>(this Node2D node2d) where T : ActivityObject
  30. {
  31. if (node2d is T p)
  32. {
  33. return p;
  34. }
  35. var parent = node2d.GetParent();
  36. if (parent != null && parent is T p2)
  37. {
  38. return p2;
  39. }
  40. return null;
  41. }
  42.  
  43. /// <summary>
  44. /// 将节点插入的房间物体根节点
  45. /// </summary>
  46. /// <param name="node">实例</param>
  47. /// <param name="layer">放入的层</param>
  48. public static void AddToActivityRoot(this Node2D node, RoomLayerEnum layer)
  49. {
  50. GameApplication.Instance.World.GetRoomLayer(layer).AddChild(node);
  51. }
  52.  
  53. /// <summary>
  54. /// 设置Ui布局方式是否横向扩展, 如果为 true, 则 GridContainer 的宽度会撑满父物体
  55. /// </summary>
  56. public static void SetHorizontalExpand(this Control control, bool flag)
  57. {
  58. if (flag)
  59. {
  60. control.SizeFlagsHorizontal |= Control.SizeFlags.Expand;
  61. }
  62. else if ((control.SizeFlagsHorizontal & Control.SizeFlags.Expand) != 0)
  63. {
  64. control.SizeFlagsHorizontal ^= Control.SizeFlags.Expand;
  65. }
  66. }
  67.  
  68. /// <summary>
  69. /// 获取Ui布局方式是否横向扩展
  70. /// </summary>
  71. public static bool GetHorizontalExpand(this Control control)
  72. {
  73. return (control.SizeFlagsHorizontal & Control.SizeFlags.Expand) != 0;
  74. }
  75.  
  76. /// <summary>
  77. /// 设置是否启用节点
  78. /// </summary>
  79. public static void SetActive(this Node node, bool value)
  80. {
  81. if (node is CanvasItem canvasItem)
  82. {
  83. canvasItem.Visible = value;
  84. }
  85. node.SetProcess(value);
  86. node.SetPhysicsProcess(value);
  87. node.SetProcessInput(value);
  88. node.SetPhysicsProcessInternal(value);
  89. node.SetProcessInput(value);
  90. }
  91. /// <summary>
  92. /// 延时指定时间调用一个回调函数
  93. /// </summary>
  94. public static void CallDelay(this ICoroutine coroutine, float delayTime, Action cb)
  95. {
  96. coroutine.StartCoroutine(_CallDelay(delayTime, cb));
  97. }
  98. /// <summary>
  99. /// 延时指定时间调用一个回调函数
  100. /// </summary>
  101. public static void CallDelay<T1>(this ICoroutine coroutine, float delayTime, Action<T1> cb, T1 arg1)
  102. {
  103. coroutine.StartCoroutine(_CallDelay(delayTime, cb, arg1));
  104. }
  105. /// <summary>
  106. /// 延时指定时间调用一个回调函数
  107. /// </summary>
  108. public static void CallDelay<T1, T2>(this ICoroutine coroutine, float delayTime, Action<T1, T2> cb, T1 arg1, T2 arg2)
  109. {
  110. coroutine.StartCoroutine(_CallDelay(delayTime, cb, arg1, arg2));
  111. }
  112. /// <summary>
  113. /// 延时指定时间调用一个回调函数
  114. /// </summary>
  115. public static void CallDelay<T1, T2, T3>(this ICoroutine coroutine, float delayTime, Action<T1, T2, T3> cb, T1 arg1, T2 arg2, T3 arg3)
  116. {
  117. coroutine.StartCoroutine(_CallDelay(delayTime, cb, arg1, arg2, arg3));
  118. }
  119. //---------------------------
  120. /// <summary>
  121. /// 延时指定时间调用一个回调函数
  122. /// </summary>
  123. public static void CallDelayInNode(this Node node, float delayTime, Action cb)
  124. {
  125. GameApplication.Instance.StartCoroutine(_CallDelay(delayTime, cb));
  126. }
  127. /// <summary>
  128. /// 延时指定时间调用一个回调函数
  129. /// </summary>
  130. public static void CallDelayInNode<T1>(this Node node, float delayTime, Action<T1> cb, T1 arg1)
  131. {
  132. GameApplication.Instance.StartCoroutine(_CallDelay(delayTime, cb, arg1));
  133. }
  134. /// <summary>
  135. /// 延时指定时间调用一个回调函数
  136. /// </summary>
  137. public static void CallDelayInNode<T1, T2>(this Node node, float delayTime, Action<T1, T2> cb, T1 arg1, T2 arg2)
  138. {
  139. GameApplication.Instance.StartCoroutine(_CallDelay(delayTime, cb, arg1, arg2));
  140. }
  141. /// <summary>
  142. /// 延时指定时间调用一个回调函数
  143. /// </summary>
  144. public static void CallDelayInNode<T1, T2, T3>(this Node node, float delayTime, Action<T1, T2, T3> cb, T1 arg1, T2 arg2, T3 arg3)
  145. {
  146. GameApplication.Instance.StartCoroutine(_CallDelay(delayTime, cb, arg1, arg2, arg3));
  147. }
  148. private static IEnumerator _CallDelay(float delayTime, Action cb)
  149. {
  150. yield return new WaitForSeconds(delayTime);
  151. cb();
  152. }
  153. private static IEnumerator _CallDelay<T1>(float delayTime, Action<T1> cb, T1 arg1)
  154. {
  155. yield return new WaitForSeconds(delayTime);
  156. cb(arg1);
  157. }
  158. private static IEnumerator _CallDelay<T1, T2>(float delayTime, Action<T1, T2> cb, T1 arg1, T2 arg2)
  159. {
  160. yield return new WaitForSeconds(delayTime);
  161. cb(arg1, arg2);
  162. }
  163. private static IEnumerator _CallDelay<T1, T2, T3>(float delayTime, Action<T1, T2, T3> cb, T1 arg1, T2 arg2, T3 arg3)
  164. {
  165. yield return new WaitForSeconds(delayTime);
  166. cb(arg1,arg2, arg3);
  167. }
  168. }