using Godot; using Godot.Collections; namespace UI.MapEditor; public partial class EditorTileMap : TileMap { //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); //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; public override void _Ready() { } public override void _Process(double delta) { _drawFullRect = false; var position = GetLocalMousePosition(); // _mouseCellPosition = new Vector2I( // Mathf.FloorToInt(position.X / GameConfig.TileCellSize), // Mathf.FloorToInt(position.Y / GameConfig.TileCellSize) // ); _mouseCellPosition = LocalToMap(position); _mousePosition = new Vector2( _mouseCellPosition.X * GameConfig.TileCellSize, _mouseCellPosition.Y * GameConfig.TileCellSize ); //左键绘制 if (_isLeftPressed) { if (Input.IsKeyPressed(Key.Shift)) //按住shift绘制矩形 { _drawFullRect = true; } else if (_prevMouseCellPosition != _mouseCellPosition) //鼠标位置变过 { _prevMouseCellPosition = _mouseCellPosition; //绘制单个图块 //SetCell(GameConfig.FloorMapLayer, _mouseCellPosition, 0, new Vector2I(0,8)); //绘制自动图块 SetSingleAutoCell(_mouseCellPosition); } } else if (_isRightPressed) //右键擦除 { if (_prevMouseCellPosition != _mouseCellPosition) { _prevMouseCellPosition = _mouseCellPosition; EraseCell(GameConfig.FloorMapLayer, _mouseCellPosition); } } else if (_isMiddlePressed) //中建移动 { //GD.Print("移动..."); Position = GetGlobalMousePosition() + _moveOffset; } } /// <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); 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.Wheat, false); } else { canvasItem.DrawRect(new Rect2(_mousePosition, TileSet.TileSize), Colors.Wheat, false); } } 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 { 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 { _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; GD.Print(_moveOffset); } } } } //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) { //绘制自动图块 var arr = new Array<Vector2I>(new [] { position }); SetCellsTerrainConnect(GameConfig.FloorMapLayer, arr, 0, 0, false); } //绘制区域自动贴图 private void SetRectAutoCell(Vector2I start, Vector2I end) { 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 x = end.X - start.X + 1; var y = end.Y - start.Y + 1; var index = 0; var array = new Vector2I[x * y]; for (var i = 0; i < x; i++) { for (var j = 0; j < y; j++) { array[index++] = new Vector2I(start.X + i, start.Y + j); } } var arr = new Array<Vector2I>(array); SetCellsTerrainConnect(GameConfig.FloorMapLayer, arr, 0, 0, false); } }