- using System.Collections.Generic;
- using Godot;
-
- /// <summary>
- /// 房间管理器
- /// </summary>
- public class RoomManager : Navigation2D
- {
- /// <summary>
- /// 玩家对象
- /// </summary>
- public Role Player { get; private set; }
-
- //对象根节点
- private Node2D _objectRoot;
-
- //对象根节点, 带y轴排序功能
- private YSort _sortRoot;
-
- private Node2D _mapRoot;
-
- private NavigationPolygonInstance _navigationPolygon;
- private Enemy _enemy;
-
- private List<int> _wayIds = new List<int>(new[] { 129 });
- private List<Vector2> _points = new List<Vector2>();
-
- public override void _EnterTree()
- {
- Input.MouseMode = Input.MouseModeEnum.Hidden;
-
- _sortRoot = GetNode<YSort>("SortRoot");
- _objectRoot = GetNode<Node2D>("ObjectRoot");
-
- _navigationPolygon = GetNode<NavigationPolygonInstance>("NavigationPolygonInstance");
-
- //初始化地图
- _mapRoot = GetNode<Node2D>("MapRoot");
- var node = _mapRoot.GetChild(0).GetNode("Config");
- Color color = (Color)node.GetMeta("ClearColor");
- VisualServer.SetDefaultClearColor(color);
-
- //创建玩家
- Player = new Player();
- Player.Position = new Vector2(100, 100);
- Player.Name = "Player";
- Player.PutDown();
-
- _enemy = new Enemy();
- _enemy.Name = "Enemy";
- _enemy.PutDown(new Vector2(150, 150));
- }
-
- public override void _Ready()
- {
- GenerateNavigationPolygon();
-
- //播放bgm
- SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f);
- _enemy.PickUpWeapon(WeaponManager.GetGun("1001"));
-
- WeaponManager.GetGun("1001").PutDown(new Vector2(80, 100));
- WeaponManager.GetGun("1001").PutDown(new Vector2(80, 80));
- WeaponManager.GetGun("1002").PutDown(new Vector2(80, 120));
- WeaponManager.GetGun("1003").PutDown(new Vector2(120, 80));
-
- WeaponManager.GetGun("1003").PutDown(new Vector2(180, 80));
- WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180));
- WeaponManager.GetGun("1002").PutDown(new Vector2(180, 120));
-
- WeaponManager.GetGun("1004").PutDown(new Vector2(220, 120));
- }
-
- public override void _Process(float delta)
- {
- if (GameApplication.Instance.Debug)
- {
- Update();
- }
- }
-
- public override void _Draw()
- {
- if (GameApplication.Instance.Debug)
- {
- if (_points != null && _points.Count >= 2)
- {
- DrawPolyline(_points.ToArray(), Colors.Red);
- }
- }
- }
-
- /// <summary>
- /// 获取房间根节点
- /// </summary>
- /// <param name="useYSort">是否获取 YSort 节点</param>
- /// <returns></returns>
- public Node2D GetRoot(bool useYSort = false)
- {
- return useYSort ? _sortRoot : _objectRoot;
- }
-
- /// <summary>
- /// 自动生成导航区域
- /// </summary>
- private void GenerateNavigationPolygon()
- {
- //129
- var tileMap = _mapRoot.GetChild(0).GetNode<TileMap>("Wall");
- var size = tileMap.CellSize;
-
- var rect = tileMap.GetUsedRect();
-
- var x = (int)rect.Position.x;
- var y = (int)rect.Position.y;
- var w = (int)rect.Size.x;
- var h = (int)rect.Size.y;
-
- for (int i = x; i < w; i++)
- {
- for (int j = y; j < h; j++)
- {
- var tileId = tileMap.GetCell(i, j);
- if (tileId != -1 && _wayIds.Contains(tileId))
- {
- //---------------------------------------
-
- // 0:右, 1:下, 2:左, 3:上
- var dir = 0;
- _points.Clear();
- //找到路, 向右开始找边界
- _points.Add(new Vector2(i * size.x + size.x * 0.5f, j * size.y + size.y * 0.5f));
-
- var tempI = i;
- var tempJ = j;
-
- var prevI = i;
- var prevJ = j;
-
- var len = 1;
-
- while (true)
- {
- switch (dir)
- {
- case 0:
- tempI++;
- break;
- case 1:
- tempJ++;
- break;
- case 2:
- tempI--;
- break;
- case 3:
- tempJ--;
- break;
- }
-
- bool flag = true;
- int nextCellId = -1;
-
- switch (dir)
- {
- case 0: //右
- {
- //向右找
- nextCellId = tileMap.GetCell(tempI, tempJ);
- flag = isWayCell(nextCellId);
- if (!flag)
- {
- if (isWayCell(tileMap.GetCell(tempI, tempJ - 1))) //向上找
- {
- dir = 3 - 1;
- }
- }
- }
- break;
- case 1: //下
- {
- nextCellId = tileMap.GetCell(tempI, tempJ);
- flag = isWayCell(nextCellId);
- }
- break;
- case 2: //左
- {
- // nextCellId = tileMap.GetCell(tempI, tempJ + 1);//向下找
- // flag = isWayCell(nextCellId);
- // if (flag)
- // {
- // dir = 1 - 1;
- // }
- // else
- // {
- nextCellId = tileMap.GetCell(tempI, tempJ); //向左找
- flag = isWayCell(nextCellId);
- //}
- }
- break;
- case 3: //上
- {
- nextCellId = tileMap.GetCell(tempI, tempJ);
- flag = isWayCell(nextCellId);
- }
- break;
- }
-
- if (!flag) //下一个不是可行走区域
- {
-
- if (len <= 1)
- {
- //有问题, 不支持单格道路!
- GD.PrintErr("不支持单格道路: " + tempI + ", " + tempJ);
- }
-
- tempI = prevI;
- tempJ = prevJ;
- //转向
- dir++;
- //记录当前点
- _points.Add(new Vector2(tempI * size.x + size.x * 0.5f, tempJ * size.y + size.y * 0.5f));
- if (dir == 4)
- {
- goto a;
- }
- }
- else
- {
- len++;
- }
-
- prevI = tempI;
- prevJ = tempJ;
- }
- //---------------------------------------
- }
- }
- }
-
- a: ;
-
- }
-
- private bool isWayCell(int cellId)
- {
- return cellId != -1 && _wayIds.Contains(cellId);
- }
- }