using System.Linq; using Godot; namespace UI.RoomMap; public partial class RoomMapPanel : RoomMap { public override void OnCreateUi() { InitMap(); } public override void OnDestroyUi() { } public override void Process(float delta) { // //按下地图按键 // if (InputManager.Map && !S_RoomMap.Instance.IsOpen) // { // World.Current.Pause = true; // S_RoomMap.Instance.ShowUi(); // } // else if (!InputManager.Map && S_RoomMap.Instance.IsOpen) // { // S_RoomMap.Instance.HideUi(); // World.Current.Pause = false; // } S_Root.Instance.Position = S_DrawContainer.Instance.Size / 2 - Player.Current.Position / 16 * S_Root.Instance.Scale; } //初始化小地图 private void InitMap() { var startRoom = GameApplication.Instance.DungeonManager.StartRoomInfo; startRoom.EachRoom(roomInfo => { roomInfo.PreviewSprite.Visible = false; S_Root.AddChild(roomInfo.PreviewSprite); if (roomInfo.Doors != null) { foreach (var roomInfoDoor in roomInfo.Doors) { if (roomInfoDoor.IsForward) { roomInfoDoor.AislePreviewSprite.Visible = false; S_Root.AddChild(roomInfoDoor.AislePreviewSprite); } } } }); } }