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DungeonShooting / DungeonShooting_Godot / src / game / ui / roomMap / RoomMapPanel.cs
  1. using System.Collections.Generic;
  2. using Godot;
  3. using UI.RoomUI;
  4.  
  5. namespace UI.RoomMap;
  6.  
  7. /// <summary>
  8. /// 房间的小地图
  9. /// </summary>
  10. public partial class RoomMapPanel : RoomMap
  11. {
  12. private EventFactory _factory = EventManager.CreateEventFactory();
  13. //需要刷新的问号的房间队列
  14. private List<RoomDoorInfo> _needRefresh = new List<RoomDoorInfo>();
  15. //正在使用的敌人标记列表
  16. private List<Sprite2D> _enemySpriteList = new List<Sprite2D>();
  17. //已经回收的敌人标记
  18. private Stack<Sprite2D> _spriteStack = new Stack<Sprite2D>();
  19. //是否放大地图
  20. private bool _isMagnifyMap = false;
  21.  
  22. private UiEventBinder _dragBinder;
  23. //放大地图后拖拽的偏移
  24. private Vector2 _mapOffset;
  25. //放大地图后鼠标悬停的房间
  26. private RoomInfo _mouseHoverRoom;
  27. private Color _originOutlineColor;
  28. //是否展开地图
  29. private bool _pressMapFlag = false;
  30. private Tween _transmissionTween;
  31. public override void OnCreateUi()
  32. {
  33. _ = S_Mark;
  34. S_Bg.Instance.Visible = false;
  35. S_MagnifyMapBar.Instance.Visible = false;
  36. InitMap();
  37. _factory.AddEventListener(EventEnum.OnPlayerFirstEnterRoom, OnPlayerFirstEnterRoom);
  38. _factory.AddEventListener(EventEnum.OnPlayerFirstEnterAisle, OnPlayerFirstEnterAisle);
  39.  
  40. S_DrawContainer.Instance.Resized += OnDrawContainerResized;
  41. }
  42.  
  43.  
  44. public override void OnDestroyUi()
  45. {
  46. _factory.RemoveAllEventListener();
  47.  
  48. if (_transmissionTween != null)
  49. {
  50. _transmissionTween.Dispose();
  51. }
  52. }
  53.  
  54. public override void Process(float delta)
  55. {
  56. if (_transmissionTween == null) //不在传送过程中
  57. {
  58. if (!InputManager.Map)
  59. {
  60. _pressMapFlag = false;
  61. }
  62. //按下地图按键
  63. if (InputManager.Map && !_isMagnifyMap && !_pressMapFlag) //展开小地图
  64. {
  65. if (UiManager.GetUiInstanceCount(UiManager.UiNames.PauseMenu) == 0)
  66. {
  67. World.Current.Pause = true;
  68. _pressMapFlag = true;
  69. _isMagnifyMap = true;
  70. MagnifyMap();
  71. }
  72. }
  73. else if (!InputManager.Map && _isMagnifyMap) //还原小地图
  74. {
  75. ResetMap();
  76. _isMagnifyMap = false;
  77. World.Current.Pause = false;
  78. }
  79. }
  80. //更新敌人位置
  81. {
  82. var enemyList = World.Current.Enemy_InstanceList;
  83. if (enemyList.Count == 0) //没有敌人
  84. {
  85. foreach (var sprite in _enemySpriteList)
  86. {
  87. S_Root.RemoveChild(sprite);
  88. _spriteStack.Push(sprite);
  89. }
  90. _enemySpriteList.Clear();
  91. }
  92. else //更新位置
  93. {
  94. var count = 0; //绘制数量
  95. for (var i = 0; i < enemyList.Count; i++)
  96. {
  97. var enemy = enemyList[i];
  98. if (!enemy.IsDestroyed && !enemy.IsDie && enemy.AffiliationArea != null && enemy.AffiliationArea.RoomInfo.RoomFogMask.IsExplored)
  99. {
  100. count++;
  101. Sprite2D sprite;
  102. if (i >= _enemySpriteList.Count)
  103. {
  104. if (_spriteStack.Count > 0)
  105. {
  106. sprite = _spriteStack.Pop();
  107. }
  108. else
  109. {
  110. sprite = new Sprite2D();
  111. sprite.Texture = ResourceManager.LoadTexture2D(ResourcePath.resource_sprite_ui_commonIcon_Block_png);
  112. sprite.Modulate = new Color(1, 0, 0);
  113. }
  114. _enemySpriteList.Add(sprite);
  115. S_Root.AddChild(sprite);
  116. }
  117. else
  118. {
  119. sprite = _enemySpriteList[i];
  120. }
  121. //更新标记位置
  122. sprite.Position = enemy.GetCenterPosition() / 16;
  123. }
  124. }
  125. //回收多余的标记
  126. while (_enemySpriteList.Count > count)
  127. {
  128. var index = _enemySpriteList.Count - 1;
  129. var sprite = _enemySpriteList[index];
  130. S_Root.RemoveChild(sprite);
  131. _spriteStack.Push(sprite);
  132. _enemySpriteList.RemoveAt(index);
  133. }
  134. }
  135. }
  136. //更新预览图标
  137. if (_needRefresh.Count > 0)
  138. {
  139. foreach (var roomDoorInfo in _needRefresh)
  140. {
  141. HandlerRefreshUnknownSprite(roomDoorInfo);
  142. }
  143. _needRefresh.Clear();
  144. }
  145.  
  146. //更新地图中心点位置
  147. var playPosition = Player.Current.GetCenterPosition();
  148. if (!_isMagnifyMap)
  149. {
  150. S_Root.Instance.Position = CalcRootPosition(playPosition);
  151. }
  152. else
  153. {
  154. S_Root.Instance.Position = CalcRootPosition(playPosition) + _mapOffset;
  155. S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2 + _mapOffset;
  156. }
  157.  
  158. //传送
  159. if (_pressMapFlag && _mouseHoverRoom != null &&
  160. !Player.Current.AffiliationArea.RoomInfo.IsSeclusion &&
  161. Input.IsMouseButtonPressed(MouseButton.Right))
  162. {
  163. //执行传送操作
  164. DoTransmission((_mouseHoverRoom.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize);
  165. ResetMap();
  166. _isMagnifyMap = false;
  167. World.Current.Pause = false;
  168. }
  169. }
  170.  
  171. private void OnDrawContainerResized()
  172. {
  173. S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2;
  174. }
  175.  
  176. //放大小地图
  177. private void MagnifyMap()
  178. {
  179. GameApplication.Instance.Cursor.SetGuiMode(true);
  180. S_DrawContainer.Reparent(S_MagnifyMapBar);
  181. S_DrawContainer.Instance.Position = new Vector2(1, 1);
  182. S_Bg.Instance.Visible = true;
  183. S_MagnifyMapBar.Instance.Visible = true;
  184. S_MapBar.Instance.Visible = false;
  185. _mapOffset = Vector2.Zero;
  186.  
  187. _dragBinder = S_DrawContainer.Instance.AddDragListener((state, delta) =>
  188. {
  189. if (state == DragState.DragMove)
  190. {
  191. _mapOffset += delta;
  192. }
  193. });
  194. }
  195.  
  196. //还原小地图
  197. private void ResetMap()
  198. {
  199. GameApplication.Instance.Cursor.SetGuiMode(false);
  200. S_DrawContainer.Reparent(S_MapBar);
  201. S_DrawContainer.Instance.Position = new Vector2(1, 1);
  202. S_Bg.Instance.Visible = false;
  203. S_MagnifyMapBar.Instance.Visible = false;
  204. S_MapBar.Instance.Visible = true;
  205. ResetOutlineColor();
  206.  
  207. if (_dragBinder != null)
  208. {
  209. _dragBinder.UnBind();
  210. _dragBinder = null;
  211. }
  212. }
  213.  
  214. private void ResetOutlineColor()
  215. {
  216. if (_mouseHoverRoom != null)
  217. {
  218. ((ShaderMaterial)_mouseHoverRoom.PreviewSprite.Material).SetShaderParameter("outline_color", _originOutlineColor);
  219. _mouseHoverRoom = null;
  220. }
  221. }
  222. //初始化小地图
  223. private void InitMap()
  224. {
  225. var startRoom = GameApplication.Instance.DungeonManager.StartRoomInfo;
  226. startRoom.EachRoom(roomInfo =>
  227. {
  228. //房间
  229. roomInfo.PreviewSprite.Visible = false;
  230. S_Root.AddChild(roomInfo.PreviewSprite);
  231.  
  232. roomInfo.PreviewSprite.MouseEntered += () =>
  233. {
  234. if (!_pressMapFlag)
  235. {
  236. return;
  237. }
  238. ResetOutlineColor();
  239. _mouseHoverRoom = roomInfo;
  240. var shaderMaterial = (ShaderMaterial)roomInfo.PreviewSprite.Material;
  241. _originOutlineColor = shaderMaterial.GetShaderParameter("outline_color").AsColor();
  242. //玩家所在的房间门是否打开
  243. var isOpen = !Player.Current.AffiliationArea.RoomInfo.IsSeclusion;
  244. if (isOpen)
  245. {
  246. shaderMaterial.SetShaderParameter("outline_color", new Color(0, 1, 0, 0.9f));
  247. }
  248. else
  249. {
  250. shaderMaterial.SetShaderParameter("outline_color", new Color(1, 0, 0, 0.9f));
  251. }
  252. };
  253. roomInfo.PreviewSprite.MouseExited += () =>
  254. {
  255. if (!_pressMapFlag)
  256. {
  257. return;
  258. }
  259. ResetOutlineColor();
  260. };
  261. //过道
  262. if (roomInfo.Doors != null)
  263. {
  264. foreach (var roomInfoDoor in roomInfo.Doors)
  265. {
  266. if (roomInfoDoor.IsForward)
  267. {
  268. roomInfoDoor.AislePreviewSprite.Visible = false;
  269. S_Root.AddChild(roomInfoDoor.AislePreviewSprite);
  270. }
  271. }
  272. }
  273. });
  274. }
  275. private void OnPlayerFirstEnterRoom(object data)
  276. {
  277. var roomInfo = (RoomInfo)data;
  278. roomInfo.PreviewSprite.Visible = true;
  279. if (roomInfo.Doors!= null)
  280. {
  281. foreach (var roomDoor in roomInfo.Doors)
  282. {
  283. RefreshUnknownSprite(roomDoor);
  284. }
  285. }
  286. }
  287. private void OnPlayerFirstEnterAisle(object data)
  288. {
  289. var roomDoorInfo = (RoomDoorInfo)data;
  290. roomDoorInfo.AislePreviewSprite.Visible = true;
  291.  
  292. RefreshUnknownSprite(roomDoorInfo);
  293. RefreshUnknownSprite(roomDoorInfo.ConnectDoor);
  294. }
  295.  
  296. //进入刷新问号队列
  297. private void RefreshUnknownSprite(RoomDoorInfo roomDoorInfo)
  298. {
  299. if (!_needRefresh.Contains(roomDoorInfo))
  300. {
  301. _needRefresh.Add(roomDoorInfo);
  302. }
  303. }
  304.  
  305. //刷新问号
  306. private void HandlerRefreshUnknownSprite(RoomDoorInfo roomDoorInfo)
  307. {
  308. //是否探索房间
  309. var flag1 = roomDoorInfo.RoomInfo.RoomFogMask.IsExplored;
  310. //是否探索过道
  311. var flag2 = roomDoorInfo.AisleFogMask.IsExplored;
  312. if (flag1 == flag2) //不显示问号
  313. {
  314. if (roomDoorInfo.UnknownSprite != null)
  315. {
  316. roomDoorInfo.UnknownSprite.QueueFree();
  317. roomDoorInfo.UnknownSprite = null;
  318. }
  319. }
  320. else
  321. {
  322. var unknownSprite = roomDoorInfo.UnknownSprite ?? CreateUnknownSprite(roomDoorInfo);
  323. var pos = (roomDoorInfo.OriginPosition + roomDoorInfo.GetEndPosition()) / 2;
  324. if (!flag2) //偏向过道
  325. {
  326. if (roomDoorInfo.Direction == DoorDirection.N)
  327. pos += new Vector2I(0, -1);
  328. else if (roomDoorInfo.Direction == DoorDirection.S)
  329. pos += new Vector2I(0, 3);
  330. else if (roomDoorInfo.Direction == DoorDirection.E)
  331. pos += new Vector2I(2, 1);
  332. else if (roomDoorInfo.Direction == DoorDirection.W)
  333. pos += new Vector2I(-2, 1);
  334. }
  335. else //偏向房间
  336. {
  337. if (roomDoorInfo.Direction == DoorDirection.N)
  338. pos -= new Vector2I(0, -4);
  339. else if (roomDoorInfo.Direction == DoorDirection.S)
  340. pos -= new Vector2I(0, 1);
  341. else if (roomDoorInfo.Direction == DoorDirection.E)
  342. pos -= new Vector2I(3, -1);
  343. else if (roomDoorInfo.Direction == DoorDirection.W)
  344. pos -= new Vector2I(-3, -1);
  345. }
  346. unknownSprite.Position = pos;
  347. }
  348. }
  349.  
  350. private Sprite2D CreateUnknownSprite(RoomDoorInfo roomInfoDoor)
  351. {
  352. var unknownSprite = new Sprite2D();
  353. unknownSprite.Texture = ResourceManager.LoadTexture2D(ResourcePath.resource_sprite_ui_commonIcon_Unknown_png);
  354. unknownSprite.Scale = new Vector2(0.25f, 0.25f);
  355. roomInfoDoor.UnknownSprite = unknownSprite;
  356. S_Root.AddChild(unknownSprite);
  357. return unknownSprite;
  358. }
  359.  
  360. private Vector2 CalcRootPosition(Vector2 pos)
  361. {
  362. return S_DrawContainer.Instance.Size / 2 - pos / 16 * S_Root.Instance.Scale;
  363. }
  364. private void DoTransmission(Vector2 position)
  365. {
  366. var roomUI = (RoomUIPanel)ParentUi;
  367. roomUI.S_Mask.Instance.Visible = true;
  368. roomUI.S_Mask.Instance.Color = new Color(0, 0, 0, 0);
  369. _transmissionTween = CreateTween();
  370. _transmissionTween.TweenProperty(roomUI.S_Mask.Instance, "color", new Color(0, 0, 0), 0.3f);
  371. _transmissionTween.TweenCallback(Callable.From(() =>
  372. {
  373. Player.Current.Position = position;
  374. }));
  375. _transmissionTween.TweenInterval(0.2f);
  376. _transmissionTween.TweenProperty(roomUI.S_Mask.Instance, "color", new Color(0, 0, 0, 0), 0.3f);
  377. _transmissionTween.TweenCallback(Callable.From(() =>
  378. {
  379. _transmissionTween = null;
  380. }));
  381. _transmissionTween.Play();
  382. }
  383. }