- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Godot;
-
- /// <summary>
- /// 房间管理器
- /// </summary>
- public class RoomManager : Navigation2D
- {
- [Export] public NodePath ObjectRootPath;
- [Export] public NodePath YSortRootPath;
- [Export] public NodePath MapRootPath;
-
- /// <summary>
- /// 玩家对象
- /// </summary>
- public Player Player { get; private set; }
-
- /// <summary>
- /// 导航区域形状
- /// </summary>
- public NavigationPolygonInstance NavigationPolygon { 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;
-
- //可行走区域的tileId
- private List<int> _wayIds = new List<int>(new[] { 129 });
-
- //已经标记过的点
- private HashSet<Vector2> _usePoints = new HashSet<Vector2>();
-
- //导航区域数据
- private List<NavigationPolygonData> _polygonDataList = new List<NavigationPolygonData>();
-
- private TileMap _groundTiled;
- private TileMap _tileMap;
-
- public override void _EnterTree()
- {
- //Engine.TimeScale = 0.2f;
- Input.MouseMode = Input.MouseModeEnum.Hidden;
-
- _sortRoot = GetNode<YSort>(YSortRootPath);
- _objectRoot = GetNode<Node2D>(ObjectRootPath);
-
- NavigationPolygon = new NavigationPolygonInstance();
- AddChild(NavigationPolygon);
-
- //初始化地图
- _mapRoot = GetNode<Node2D>(MapRootPath);
- var child = _mapRoot.GetChild(0);
- _tileMap = child.GetNode<TileMap>("Wall");
- var node = child.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();
-
- //Player.GetComponent<MoveController>().AddForce(new Vector2(-15, -15), 1);
-
- // var testActivity = new TestActivity();
- // testActivity.Position = new Vector2(10, 10);
- // testActivity.PutDown();
- }
-
- public override void _Ready()
- {
- _tileMap.CellYSort = false;
- _tileMap.BakeNavigation = false;
- //拆分 ground 和 面向下方的 wall
- _groundTiled = new TileMap();
- _groundTiled.CellSize = GameConfig.MapCellSize;
- _groundTiled.TileSet = _tileMap.TileSet;
- //_groundTiled.SetCell(0, 0, 1);
- _mapRoot.AddChild(_groundTiled);
-
- var nowTicks = DateTime.Now.Ticks;
- //生成寻路网格
- GenerateNavigationPolygon();
- GD.Print("计算NavigationPolygon用时: " + (DateTime.Now.Ticks - nowTicks) / 10000 + "毫秒");
-
- var polygon = new NavigationPolygon();
- foreach (var polygonData in _polygonDataList)
- {
- polygon.AddOutline(polygonData.Points.ToArray());
- }
- polygon.MakePolygonsFromOutlines();
- NavigationPolygon.Navpoly = polygon;
-
- //播放bgm
- SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f);
-
- var enemy1 = new Enemy();
- enemy1.Name = "Enemy";
- enemy1.PutDown(new Vector2(150, 300));
- //enemy1.PickUpWeapon(WeaponManager.GetGun("1003"));
- enemy1.PickUpWeapon(WeaponManager.GetGun("1001"));
-
- // for (int i = 0; i < 10; i++)
- // {
- // var enemyTemp = new Enemy();
- // enemyTemp.Name = "EnemyTemp" + i;
- // enemyTemp.PutDown(new Vector2(150 + (i + 1) * 20, 300));
- // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1003"));
- // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1001"));
- // }
-
- var enemy2 = new Enemy();
- enemy2.Name = "Enemy2";
- enemy2.PutDown(new Vector2(540, 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(540, 300));
- enemy3.PickUpWeapon(WeaponManager.GetGun("1003"));
- enemy3.PickUpWeapon(WeaponManager.GetGun("1002"));
-
- WeaponManager.GetGun("1004").PutDown(new Vector2(80, 100));
- WeaponManager.GetGun("1001").PutDown(new Vector2(220, 120));
- 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));
-
- }
-
- public override void _Process(float delta)
- {
- Enemy.UpdateEnemiesView();
- if (GameApplication.Instance.Debug)
- {
- Update();
- }
- }
-
- public override void _Draw()
- {
- if (GameApplication.Instance.Debug)
- {
- for (var i = 0; i < _polygonDataList.Count; i++)
- {
- var item = _polygonDataList[i];
- if (item.Points.Count >= 2)
- {
- DrawPolyline(item.Points.Concat(new []{ item.Points[0] }).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>
- /// 返回指定位置的Tile是否为可以行走
- /// </summary>
- public bool IsWayTile(int x, int y)
- {
- var cellId = _tileMap.GetCell(x, y);
- return cellId != -1 && _wayIds.Contains(cellId);
- }
-
- /// <summary>
- /// 返回指定坐标下对应的Tile是否为可以行走
- /// </summary>
- public bool IsWayPosition(float x, float y)
- {
- var tileMapCellSize = _tileMap.CellSize;
- return IsWayTile((int)(x / tileMapCellSize.x), (int)(y / tileMapCellSize.y));
- }
-
- /// <summary>
- /// 自动生成导航区域
- /// </summary>
- private void GenerateNavigationPolygon()
- {
- 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 j = y; j < h; j++)
- {
- for (int i = x; i < w; i++)
- {
- if (IsWayTile(i, j))
- {
- if (!_usePoints.Contains(new Vector2(i, j)))
- {
- NavigationPolygonData polygonData = null;
-
- if (!IsWayTile(i, j - 1))
- {
- polygonData = CalcOutline(i, j, _tileMap, size);
- }
- else if (!IsWayTile(i, j + 1))
- {
- polygonData = CalcInline(i, j, _tileMap, size);
- }
-
- if (polygonData != null)
- {
- _polygonDataList.Add(polygonData);
- }
- }
- }
- }
- }
- }
-
- private NavigationPolygonData CalcOutline(int i, int j, TileMap tileMap, Vector2 size)
- {
- var polygonData = new NavigationPolygonData();
- polygonData.Type = NavigationPolygonType.Out;
- var points = polygonData.Points;
- // 0:右, 1:下, 2:左, 3:上
- var dir = 0;
- var offset = new Vector2(size.x * 0.5f, size.y * 0.5f);
- //找到路, 向右开始找边界
- var startPos = new Vector2(i, j);
-
- var tempI = i;
- var tempJ = j;
-
- while (true)
- {
- switch (dir)
- {
- case 0: //右
- {
- if (IsWayTile(tempI, tempJ - 1)) //先向上找
- {
- dir = 3;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ--;
- break;
- }
- else if (IsWayTile(tempI + 1, tempJ)) //再向右找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempI++;
- break;
- }
- else if (IsWayTile(tempI, tempJ + 1)) //向下找
- {
- dir = 1;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ++;
- break;
- }
-
- return null;
- }
- case 1: //下
- {
- if (IsWayTile(tempI + 1, tempJ)) //先向右找
- {
- dir = 0;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI++;
- break;
- }
- else if (IsWayTile(tempI, tempJ + 1)) //再向下找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempJ++;
- break;
- }
- else if (IsWayTile(tempI - 1, tempJ)) //向左找
- {
- dir = 2;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI--;
- break;
- }
-
- return null;
- }
- case 2: //左
- {
- if (IsWayTile(tempI, tempJ + 1)) //先向下找
- {
- dir = 1;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ++;
- break;
- }
- else if (IsWayTile(tempI - 1, tempJ)) //再向左找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempI--;
- break;
- }
- else if (IsWayTile(tempI, tempJ - 1)) //向上找
- {
- dir = 3;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ--;
- break;
- }
-
- return null;
- }
- case 3: //上
- {
- if (IsWayTile(tempI - 1, tempJ)) //先向左找
- {
- dir = 2;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI--;
- break;
- }
- else if (IsWayTile(tempI, tempJ - 1)) //再向上找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempJ--;
- break;
- }
- else if (IsWayTile(tempI + 1, tempJ)) //向右找
- {
- dir = 0;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI++;
- break;
- }
-
- return null;
- }
- }
- }
- }
-
- private NavigationPolygonData CalcInline(int i, int j, TileMap tileMap, Vector2 size)
- {
- var polygonData = new NavigationPolygonData();
- polygonData.Type = NavigationPolygonType.In;
- var points = polygonData.Points;
- // 0:右, 1:下, 2:左, 3:上
- var dir = 0;
- var offset = new Vector2(size.x * 0.5f, size.y * 0.5f);
- //找到路, 向右开始找边界
- var startPos = new Vector2(i - 1, j);
-
- var tempI = i;
- var tempJ = j;
-
- while (true)
- {
- switch (dir)
- {
- case 0: //右
- {
- if (IsWayTile(tempI, tempJ + 1)) //向下找
- {
- dir = 1;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ++;
- break;
- }
- else if (IsWayTile(tempI + 1, tempJ)) //再向右找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2((tempI - 1) * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempI++;
- break;
- }
- else if (IsWayTile(tempI, tempJ - 1)) //先向上找
- {
- dir = 3;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ--;
- break;
- }
-
- return null;
- }
- case 1: //下
- {
- if (IsWayTile(tempI - 1, tempJ)) //向左找
- {
- dir = 2;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI--;
- break;
- }
- else if (IsWayTile(tempI, tempJ + 1)) //再向下找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2((tempI - 1) * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempJ++;
- break;
- }
- else if (IsWayTile(tempI + 1, tempJ)) //先向右找
- {
- dir = 0;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI++;
- break;
- }
-
- return null;
- }
- case 2: //左
- {
- if (IsWayTile(tempI, tempJ - 1)) //向上找
- {
- dir = 3;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ--;
- break;
- }
- else if (IsWayTile(tempI - 1, tempJ)) //再向左找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2((tempI - 1) * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempI--;
- break;
- }
- else if (IsWayTile(tempI, tempJ + 1)) //先向下找
- {
- dir = 1;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempJ++;
- break;
- }
-
- return null;
- }
- case 3: //上
- {
- if (IsWayTile(tempI + 1, tempJ)) //向右找
- {
- dir = 0;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI++;
- break;
- }
- else if (IsWayTile(tempI, tempJ - 1)) //再向上找
- {
- if (points.Count == 0)
- {
- points.Add(new Vector2((tempI - 1) * size.x, tempJ * size.y) + offset);
- }
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- PutUsePoint(new Vector2(tempI, tempJ));
- tempJ--;
- break;
- }
- else if (IsWayTile(tempI - 1, tempJ)) //先向左找
- {
- dir = 2;
-
- var pos = new Vector2(tempI, tempJ);
- if (points.Count > 1 && pos == startPos)
- {
- return polygonData;
- }
-
- points.Add(new Vector2(tempI * size.x, tempJ * size.y) + offset);
- PutUsePoint(pos);
-
- tempI--;
- break;
- }
-
- return null;
- }
- }
- }
- }
-
- private void PutUsePoint(Vector2 pos)
- {
- if (_usePoints.Contains(pos))
- {
- throw new Exception("生成导航多边形发生错误! 点: " + pos + "发生交错!");
- }
-
- _usePoints.Add(pos);
- }
- }