using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text.Json; using Godot; using Godot.Collections; namespace UI.MapEditor; public partial class EditorTileMap : TileMap { /// <summary> /// 自动图块地板层 /// </summary> public const int AutoFloorLayer = 0; /// <summary> /// 自定义图块地板层 /// </summary> public const int CustomFloorLayer = 1; /// <summary> /// 自动图块中间层 /// </summary> public const int AutoMiddleLayer = 2; /// <summary> /// 自定义图块中间层 /// </summary> public const int CustomMiddleLayer = 3; /// <summary> /// 自动图块顶层 /// </summary> public const int AutoTopLayer = 4; /// <summary> /// 自定义图块顶层 /// </summary> public const int CustomTopLayer = 5; /// <summary> /// 所属地图编辑器UI /// </summary> public MapEditorPanel MapEditorPanel { get; set; } //鼠标坐标 private Vector2 _mousePosition; //鼠标所在的cell坐标 private Vector2I _mouseCellPosition; //上一帧鼠标所在的cell坐标 private Vector2I _prevMouseCellPosition = new Vector2I(-99999, -99999); //单次绘制是否改变过tile数据 private bool _changeFlag = false; //左键开始按下时鼠标所在的坐标 private Vector2I _mouseStartCellPosition; //鼠标中建是否按下 private bool _isMiddlePressed = false; private Vector2 _moveOffset; //左键是否按下 private bool _isLeftPressed = false; //右键是否按下 private bool _isRightPressed = false; //绘制填充区域 private bool _drawFullRect = false; //负责存储自动图块数据 private Grid<bool> _autoCellLayerGrid = new Grid<bool>(); //用于生成导航网格 private DungeonTileMap _dungeonTileMap; //停止绘制多久后开始执行生成操作 private float _generateInterval = 3f; //生成自动图块和导航网格的计时器 private float _generateTimer = -1; //检测地形结果 private bool _checkTerrainFlag = true; //错误地形位置 private Vector2I _checkTerrainErrorPosition = Vector2I.Zero; //是否执行生成地形成功 private bool _isGenerateTerrain = false; private bool _initLayer = false; //--------- 配置数据 ------------- private int _sourceId = 0; private int _terrainSet = 0; private int _terrain = 0; private AutoTileConfig _autoTileConfig = new AutoTileConfig(); private string _dir; private string _groupName = "testGroup1"; private string _fileName = "Room2"; private Vector2I _roomPosition; private Vector2I _roomSize; private List<DoorAreaInfo> _doorConfigs = new List<DoorAreaInfo>(); private DungeonRoomType _roomType = DungeonRoomType.Battle; private int _weight = 100; //------------------------------- public override void _Ready() { InitLayer(); } public override void _Process(double delta) { var newDelta = (float)delta; _drawFullRect = false; var position = GetLocalMousePosition(); _mouseCellPosition = LocalToMap(position); _mousePosition = new Vector2( _mouseCellPosition.X * GameConfig.TileCellSize, _mouseCellPosition.Y * GameConfig.TileCellSize ); if (!MapEditorPanel.ToolsPanel.S_HBoxContainer.Instance.IsPositionOver(GetGlobalMousePosition())) //不在Ui节点上 { //左键绘制 if (_isLeftPressed) { if (Input.IsKeyPressed(Key.Shift)) //按住shift绘制矩形 { _drawFullRect = true; } else if (_prevMouseCellPosition != _mouseCellPosition || !_changeFlag) //鼠标位置变过 { _changeFlag = true; _prevMouseCellPosition = _mouseCellPosition; //绘制自动图块 SetSingleAutoCell(_mouseCellPosition); } } else if (_isRightPressed) //右键擦除 { if (Input.IsKeyPressed(Key.Shift)) //按住shift擦除矩形 { _drawFullRect = true; } else if (_prevMouseCellPosition != _mouseCellPosition || !_changeFlag) //鼠标位置变过 { _changeFlag = true; _prevMouseCellPosition = _mouseCellPosition; EraseSingleAutoCell(_mouseCellPosition); } } else if (_isMiddlePressed) //中建移动 { //GD.Print("移动..."); Position = GetGlobalMousePosition() + _moveOffset; } } //绘制停止指定时间后, 生成导航网格 if (_generateTimer > 0) { _generateTimer -= newDelta; if (_generateTimer <= 0) { //计算区域 CalcTileRect(); GD.Print("开始检测是否可以生成地形..."); if (CheckTerrain()) { GD.Print("开始绘制导航网格..."); if (GenerateNavigation()) { GD.Print("开始绘制自动贴图..."); GenerateTerrain(); _isGenerateTerrain = true; } } else { SetErrorCell(_checkTerrainErrorPosition); } } } } /// <summary> /// 绘制辅助线 /// </summary> public void DrawGuides(CanvasItem canvasItem) { //轴线 canvasItem.DrawLine(new Vector2(0, 2000), new Vector2(0, -2000), Colors.Green); canvasItem.DrawLine(new Vector2(2000, 0), new Vector2( -2000, 0), Colors.Red); //绘制房间区域 if (_roomSize.X != 0 && _roomSize.Y != 0) { var size = TileSet.TileSize; canvasItem.DrawRect(new Rect2((_roomPosition - Vector2I.One) * size, (_roomSize + new Vector2I(2, 2)) * size), Colors.Aqua, false, 5f / Scale.X); } if (_checkTerrainFlag) //已经通过地形检测 { //绘制导航网格 var result = _dungeonTileMap.GetGenerateNavigationResult(); if (result != null && result.Success) { var polygonData = _dungeonTileMap.GetPolygonData(); Utils.DrawNavigationPolygon(canvasItem, polygonData, 3f / Scale.X); } } if (_drawFullRect) //绘制填充矩形 { var size = TileSet.TileSize; var cellPos = _mouseStartCellPosition; var temp = size; if (_mouseStartCellPosition.X > _mouseCellPosition.X) { cellPos.X += 1; temp.X -= size.X; } if (_mouseStartCellPosition.Y > _mouseCellPosition.Y) { cellPos.Y += 1; temp.Y -= size.Y; } var pos = cellPos * size; canvasItem.DrawRect(new Rect2(pos, _mousePosition - pos + temp), Colors.White, false, 2f / Scale.X); } else //绘制单格 { canvasItem.DrawRect(new Rect2(_mousePosition, TileSet.TileSize), Colors.White, false, 2f / Scale.X); } } public override void _Input(InputEvent @event) { if (@event is InputEventMouseButton mouseButton) { if (mouseButton.ButtonIndex == MouseButton.Left) //左键 { if (mouseButton.Pressed) //按下 { _mouseStartCellPosition = LocalToMap(GetLocalMousePosition()); } else { _changeFlag = false; if (_drawFullRect) //松开, 提交绘制的矩形区域 { SetRectAutoCell(_mouseStartCellPosition, _mouseCellPosition); _drawFullRect = false; } } _isLeftPressed = mouseButton.Pressed; } else if (mouseButton.ButtonIndex == MouseButton.Right) //右键 { if (mouseButton.Pressed) //按下 { _mouseStartCellPosition = LocalToMap(GetLocalMousePosition()); } else { _changeFlag = false; if (_drawFullRect) //松开, 提交擦除的矩形区域 { EraseRectAutoCell(_mouseStartCellPosition, _mouseCellPosition); _drawFullRect = false; } } _isRightPressed = mouseButton.Pressed; } else if (mouseButton.ButtonIndex == MouseButton.WheelDown) { //缩小 Shrink(); } else if (mouseButton.ButtonIndex == MouseButton.WheelUp) { //放大 Magnify(); } else if (mouseButton.ButtonIndex == MouseButton.Middle) { _isMiddlePressed = mouseButton.Pressed; if (_isMiddlePressed) { _moveOffset = Position - mouseButton.GlobalPosition; } } } else if (@event is InputEventKey eventKey) { if (eventKey.Pressed && eventKey.Keycode == Key.M) { GD.Print("测试保存地牢房间数据..."); TriggerSave(); } } } //将指定层数据存入list中 private void PushLayerDataToList(int layer, int sourceId, List<int> list) { var layerArray = GetUsedCellsById(layer, sourceId); foreach (var pos in layerArray) { var atlasCoords = GetCellAtlasCoords(layer, pos); list.Add(pos.X); list.Add(pos.Y); list.Add(_sourceId); list.Add(atlasCoords.X); list.Add(atlasCoords.Y); } } private void SetLayerDataFromList(int layer, List<int> list) { for (var i = 0; i < list.Count; i += 5) { var pos = new Vector2I(list[i], list[i + 1]); var sourceId = list[i + 2]; var atlasCoords = new Vector2I(list[i + 3], list[i + 4]); SetCell(layer, pos, sourceId, atlasCoords); if (layer == AutoFloorLayer) { _autoCellLayerGrid.Set(pos, true); } } } //保存地牢 private void TriggerSave() { SaveRoomInfoConfig(); SaveTileInfoConfig(); } /// <summary> /// 加载地牢, 返回是否加载成功 /// </summary> /// <param name="dir">文件夹路径</param> /// <param name="groupName">房间组名</param> /// <param name="roomType">房间类型</param> /// <param name="roomName">房间名称</param> public bool Load(string dir, string groupName, DungeonRoomType roomType, string roomName) { _dir = dir; _groupName = groupName; _roomType = roomType; _fileName = roomName; var path = GetConfigPath(dir, groupName, roomType, roomName) + "/"; var tileInfoConfigPath = path + GetTileInfoConfigName(_fileName); var roomInfoConfigPath = path + GetRoomInfoConfigName(_fileName); if (!File.Exists(tileInfoConfigPath)) { GD.PrintErr("地牢编辑器加载地牢时未找到文件: " + tileInfoConfigPath); return false; } if (!File.Exists(roomInfoConfigPath)) { GD.PrintErr("地牢编辑器加载地牢时未找到文件: " + roomInfoConfigPath); return false; } var text = ResourceManager.LoadText(tileInfoConfigPath); var tileInfo = JsonSerializer.Deserialize<DungeonTileInfo>(text); var text2 = ResourceManager.LoadText(roomInfoConfigPath); var roomInfo = JsonSerializer.Deserialize<DungeonRoomInfo>(text2); _roomPosition = roomInfo.Position.AsVector2I(); _roomSize = roomInfo.Size.AsVector2I(); _doorConfigs.Clear(); _doorConfigs.AddRange(roomInfo.DoorAreaInfos); _weight = roomInfo.Weight; //初始化层级数据 InitLayer(); //地块数据 SetLayerDataFromList(AutoFloorLayer, tileInfo.Floor); SetLayerDataFromList(AutoMiddleLayer, tileInfo.Middle); SetLayerDataFromList(AutoTopLayer, tileInfo.Top); //导航网格数据 _dungeonTileMap.SetPolygonData(tileInfo.NavigationList); return true; } private void InitLayer() { if (_initLayer) { return; } _initLayer = true; //初始化层级数据 AddLayer(CustomFloorLayer); SetLayerZIndex(CustomFloorLayer, CustomFloorLayer); AddLayer(AutoMiddleLayer); SetLayerZIndex(AutoMiddleLayer, AutoMiddleLayer); AddLayer(CustomMiddleLayer); SetLayerZIndex(CustomMiddleLayer, CustomMiddleLayer); AddLayer(AutoTopLayer); SetLayerZIndex(AutoTopLayer, AutoTopLayer); AddLayer(CustomTopLayer); SetLayerZIndex(CustomTopLayer, CustomTopLayer); _dungeonTileMap = new DungeonTileMap(this); _dungeonTileMap.SetFloorAtlasCoords(new List<Vector2I>(new []{ _autoTileConfig.Floor.AutoTileCoord })); } //缩小 private void Shrink() { var pos = GetLocalMousePosition(); var scale = Scale / 1.1f; if (scale.LengthSquared() >= 0.5f) { Scale = scale; Position += pos * 0.1f * scale; } else { GD.Print("太小了"); } } //放大 private void Magnify() { var pos = GetLocalMousePosition(); var prevScale = Scale; var scale = prevScale * 1.1f; if (scale.LengthSquared() <= 2000) { Scale = scale; Position -= pos * 0.1f * prevScale; } else { GD.Print("太大了"); } } //绘制单个自动贴图 private void SetSingleAutoCell(Vector2I position) { SetCell(GetFloorLayer(), position, _sourceId, _autoTileConfig.Floor.AutoTileCoord); if (!_autoCellLayerGrid.Contains(position.X, position.Y)) { ResetGenerateTimer(); _autoCellLayerGrid.Set(position.X, position.Y, true); } } //绘制区域自动贴图 private void SetRectAutoCell(Vector2I start, Vector2I end) { ResetGenerateTimer(); if (start.X > end.X) { var temp = end.X; end.X = start.X; start.X = temp; } if (start.Y > end.Y) { var temp = end.Y; end.Y = start.Y; start.Y = temp; } var width = end.X - start.X + 1; var height = end.Y - start.Y + 1; for (var i = 0; i < width; i++) { for (var j = 0; j < height; j++) { SetCell(GetFloorLayer(), new Vector2I(start.X + i, start.Y + j), _sourceId, _autoTileConfig.Floor.AutoTileCoord); } } _autoCellLayerGrid.SetRect(start, new Vector2I(width, height), true); } //擦除单个自动图块 private void EraseSingleAutoCell(Vector2I position) { EraseCell(GetFloorLayer(), position); if (_autoCellLayerGrid.Remove(position.X, position.Y)) { ResetGenerateTimer(); } } //擦除一个区域内的自动贴图 private void EraseRectAutoCell(Vector2I start, Vector2I end) { ResetGenerateTimer(); if (start.X > end.X) { var temp = end.X; end.X = start.X; start.X = temp; } if (start.Y > end.Y) { var temp = end.Y; end.Y = start.Y; start.Y = temp; } var width = end.X - start.X + 1; var height = end.Y - start.Y + 1; for (var i = 0; i < width; i++) { for (var j = 0; j < height; j++) { EraseCell(GetFloorLayer(), new Vector2I(start.X + i, start.Y + j)); } } _autoCellLayerGrid.RemoveRect(start, new Vector2I(width, height)); } //重置计时器 private void ResetGenerateTimer() { _generateTimer = _generateInterval; _isGenerateTerrain = false; _dungeonTileMap.ClearPolygonData(); ClearLayer(AutoTopLayer); ClearLayer(AutoMiddleLayer); } //从新计算房间区域 private void CalcTileRect() { var rect = GetUsedRect(); _roomPosition = rect.Position; _roomSize = rect.Size; } //检测是否有不合规的图块, 返回true表示图块正常 private bool CheckTerrain() { var x = _roomPosition.X; var y = _roomPosition.Y; var w = _roomSize.X; var h = _roomSize.Y; for (var i = 0; i < w; i++) { for (var j = 0; j < h; j++) { var pos = new Vector2I(x + i, y + j); if (GetCellSourceId(AutoFloorLayer, pos) == -1) { //先检测对角是否有地板 var left = _autoCellLayerGrid.Get(pos.X - 1, pos.Y); var right = _autoCellLayerGrid.Get(pos.X + 1, pos.Y); var top = _autoCellLayerGrid.Get(pos.X, pos.Y + 1); var down = _autoCellLayerGrid.Get(pos.X, pos.Y - 1); if ((left && right) || (top && down)) { _checkTerrainFlag = false; _checkTerrainErrorPosition = pos; return false; } } } } _checkTerrainFlag = true; return true; } //生成自动图块 (地形) private void GenerateTerrain() { ClearLayer(AutoFloorLayer); var list = new List<Vector2I>(); _autoCellLayerGrid.ForEach((x, y, data) => { if (data) { list.Add(new Vector2I(x, y)); } }); var arr = new Array<Vector2I>(list); SetCellsTerrainConnect(AutoFloorLayer, arr, _terrainSet, _terrain, false); MoveTerrainCell(); } //将自动生成的图块从 AutoFloorLayer 移动到指定图层中 private void MoveTerrainCell() { ClearLayer(AutoTopLayer); ClearLayer(AutoMiddleLayer); var x = _roomPosition.X; var y = _roomPosition.Y; var w = _roomSize.X; var h = _roomSize.Y; for (var i = 0; i < w; i++) { for (var j = 0; j < h; j++) { var pos = new Vector2I(x + i, y + j); if (!_autoCellLayerGrid.Contains(pos) && GetCellSourceId(AutoFloorLayer, pos) != -1) { var atlasCoords = GetCellAtlasCoords(AutoFloorLayer, pos); var layer = _autoTileConfig.GetLayer(atlasCoords); if (layer == GameConfig.MiddleMapLayer) { layer = AutoMiddleLayer; } else if (layer == GameConfig.TopMapLayer) { layer = AutoTopLayer; } else { GD.PrintErr($"异常图块: {pos}, 这个图块的图集坐标'{atlasCoords}'不属于'MiddleMapLayer'和'TopMapLayer'!"); continue; } EraseCell(AutoFloorLayer, pos); SetCell(layer, pos, _sourceId, atlasCoords); } } } } //生成导航网格 private bool GenerateNavigation() { _dungeonTileMap.GenerateNavigationPolygon(AutoFloorLayer); var result = _dungeonTileMap.GetGenerateNavigationResult(); if (result.Success) { CloseErrorCell(); } else { SetErrorCell(result.Exception.Point); } return result.Success; } //设置显示的错误cell, 会标记上红色的闪烁动画 private void SetErrorCell(Vector2I pos) { MapEditorPanel.S_ErrorCell.Instance.Position = pos * CellQuadrantSize; MapEditorPanel.S_ErrorCellAnimationPlayer.Instance.Play(AnimatorNames.Show); } //关闭显示的错误cell private void CloseErrorCell() { MapEditorPanel.S_ErrorCellAnimationPlayer.Instance.Stop(); } private int GetFloorLayer() { return AutoFloorLayer; } private int GetMiddleLayer() { return AutoMiddleLayer; } private int GetTopLayer() { return AutoTopLayer; } /// <summary> /// 选中拖拽功能 /// </summary> public void OnSelectHandTool() { } /// <summary> /// 选中画笔攻击 /// </summary> public void OnSelectPenTool() { } /// <summary> /// 选中绘制区域功能 /// </summary> public void OnSelectRectTool() { } /// <summary> /// 聚焦 /// </summary> public void OnClickCenterTool() { var pos = MapEditorPanel.S_SubViewport.Instance.Size / 2; if (_roomSize.X == 0 && _roomSize.Y == 0) //聚焦原点 { Position = pos; } else //聚焦地图中心点 { Position = pos - (_roomPosition + _roomSize / 2) * TileSet.TileSize * Scale; } } //保存房间配置 private void SaveRoomInfoConfig() { //存入本地 var path = GetConfigPath(_dir, _groupName, _roomType, _fileName); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } var roomInfo = new DungeonRoomInfo(); roomInfo.Position = new SerializeVector2(_roomPosition); roomInfo.Size = new SerializeVector2(_roomSize); roomInfo.DoorAreaInfos = _doorConfigs; roomInfo.RoomType = _roomType; roomInfo.GroupName = _groupName; roomInfo.FileName = _fileName; roomInfo.Weight = _weight; path += "/" + GetRoomInfoConfigName(_fileName); var jsonStr = JsonSerializer.Serialize(roomInfo); File.WriteAllText(path, jsonStr); } //保存地块数据 public void SaveTileInfoConfig() { //存入本地 var path = GetConfigPath(_dir, _groupName, _roomType, _fileName); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } var tileInfo = new DungeonTileInfo(); tileInfo.NavigationList = _dungeonTileMap.GetPolygonData().ToList(); tileInfo.Floor = new List<int>(); tileInfo.Middle = new List<int>(); tileInfo.Top = new List<int>(); PushLayerDataToList(AutoFloorLayer, _sourceId, tileInfo.Floor); PushLayerDataToList(AutoMiddleLayer, _sourceId, tileInfo.Middle); PushLayerDataToList(AutoTopLayer, _sourceId, tileInfo.Top); path += "/" + GetTileInfoConfigName(_fileName); var jsonStr = JsonSerializer.Serialize(tileInfo); File.WriteAllText(path, jsonStr); } private string GetConfigPath(string dir, string groupName, DungeonRoomType roomType, string fileName) { return dir + groupName + "/" + DungeonManager.DungeonRoomTypeToString(roomType) + "/" + fileName; } private string GetTileInfoConfigName(string roomName) { return roomName + "_tileInfo.json"; } private string GetRoomInfoConfigName(string roomName) { return roomName + "_roomInfo.json"; } }