using System; using Godot; public class TestGenerateDungeon : Node2D { [Export] public NodePath TileMapPath; [Export] public NodePath Camera; private TileMap _tileMap; private Camera2D _camera; public override void _Ready() { //GD.Randomize(); _tileMap = GetNode<TileMap>(TileMapPath); _camera = GetNode<Camera2D>(Camera); var temp = new GenerateDungeon(_tileMap); var nowTicks = DateTime.Now.Ticks; temp.Generate(); GD.Print("useTime: " + (DateTime.Now.Ticks - nowTicks) / 10000 + "毫秒"); } public override void _Process(float delta) { //移动相机位置 var dir = Input.GetVector("move_left", "move_right", "move_up", "move_down"); _camera.Position += dir * 500 * delta; } }