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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.Position / 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. if (!_isMagnifyMap)
  148. {
  149. S_Root.Instance.Position = CalcRootPosition(Player.Current.Position);
  150. }
  151. else
  152. {
  153. S_Root.Instance.Position = CalcRootPosition(Player.Current.Position) + _mapOffset;
  154. S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2 + _mapOffset;
  155. }
  156.  
  157. //传送
  158. if (_pressMapFlag && _mouseHoverRoom != null &&
  159. !Player.Current.AffiliationArea.RoomInfo.IsSeclusion &&
  160. Input.IsMouseButtonPressed(MouseButton.Right))
  161. {
  162. //执行传送操作
  163. DoTransmission((_mouseHoverRoom.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize);
  164. ResetMap();
  165. _isMagnifyMap = false;
  166. World.Current.Pause = false;
  167. }
  168. }
  169.  
  170. private void OnDrawContainerResized()
  171. {
  172. S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2;
  173. }
  174.  
  175. //放大小地图
  176. private void MagnifyMap()
  177. {
  178. GameApplication.Instance.Cursor.SetGuiMode(true);
  179. S_DrawContainer.Reparent(S_MagnifyMapBar);
  180. S_DrawContainer.Instance.Position = new Vector2(1, 1);
  181. S_Bg.Instance.Visible = true;
  182. S_MagnifyMapBar.Instance.Visible = true;
  183. S_MapBar.Instance.Visible = false;
  184. _mapOffset = Vector2.Zero;
  185.  
  186. _dragBinder = S_DrawContainer.Instance.AddDragListener((state, delta) =>
  187. {
  188. if (state == DragState.DragMove)
  189. {
  190. _mapOffset += delta;
  191. }
  192. });
  193. }
  194.  
  195. //还原小地图
  196. private void ResetMap()
  197. {
  198. GameApplication.Instance.Cursor.SetGuiMode(false);
  199. S_DrawContainer.Reparent(S_MapBar);
  200. S_DrawContainer.Instance.Position = new Vector2(1, 1);
  201. S_Bg.Instance.Visible = false;
  202. S_MagnifyMapBar.Instance.Visible = false;
  203. S_MapBar.Instance.Visible = true;
  204. ResetOutlineColor();
  205.  
  206. if (_dragBinder != null)
  207. {
  208. _dragBinder.UnBind();
  209. _dragBinder = null;
  210. }
  211. }
  212.  
  213. private void ResetOutlineColor()
  214. {
  215. if (_mouseHoverRoom != null)
  216. {
  217. ((ShaderMaterial)_mouseHoverRoom.PreviewSprite.Material).SetShaderParameter("outline_color", _originOutlineColor);
  218. _mouseHoverRoom = null;
  219. }
  220. }
  221. //初始化小地图
  222. private void InitMap()
  223. {
  224. var startRoom = GameApplication.Instance.DungeonManager.StartRoomInfo;
  225. startRoom.EachRoom(roomInfo =>
  226. {
  227. //房间
  228. roomInfo.PreviewSprite.Visible = false;
  229. S_Root.AddChild(roomInfo.PreviewSprite);
  230.  
  231. roomInfo.PreviewSprite.MouseEntered += () =>
  232. {
  233. if (!_pressMapFlag)
  234. {
  235. return;
  236. }
  237. ResetOutlineColor();
  238. _mouseHoverRoom = roomInfo;
  239. var shaderMaterial = (ShaderMaterial)roomInfo.PreviewSprite.Material;
  240. _originOutlineColor = shaderMaterial.GetShaderParameter("outline_color").AsColor();
  241. //玩家所在的房间门是否打开
  242. var isOpen = !Player.Current.AffiliationArea.RoomInfo.IsSeclusion;
  243. if (isOpen)
  244. {
  245. shaderMaterial.SetShaderParameter("outline_color", new Color(0, 1, 0, 0.9f));
  246. }
  247. else
  248. {
  249. shaderMaterial.SetShaderParameter("outline_color", new Color(1, 0, 0, 0.9f));
  250. }
  251. };
  252. roomInfo.PreviewSprite.MouseExited += () =>
  253. {
  254. if (!_pressMapFlag)
  255. {
  256. return;
  257. }
  258. ResetOutlineColor();
  259. };
  260. //过道
  261. if (roomInfo.Doors != null)
  262. {
  263. foreach (var roomInfoDoor in roomInfo.Doors)
  264. {
  265. if (roomInfoDoor.IsForward)
  266. {
  267. roomInfoDoor.AislePreviewSprite.Visible = false;
  268. S_Root.AddChild(roomInfoDoor.AislePreviewSprite);
  269. }
  270. }
  271. }
  272. });
  273. }
  274. private void OnPlayerFirstEnterRoom(object data)
  275. {
  276. var roomInfo = (RoomInfo)data;
  277. roomInfo.PreviewSprite.Visible = true;
  278. if (roomInfo.Doors!= null)
  279. {
  280. foreach (var roomDoor in roomInfo.Doors)
  281. {
  282. RefreshUnknownSprite(roomDoor);
  283. }
  284. }
  285. }
  286. private void OnPlayerFirstEnterAisle(object data)
  287. {
  288. var roomDoorInfo = (RoomDoorInfo)data;
  289. roomDoorInfo.AislePreviewSprite.Visible = true;
  290.  
  291. RefreshUnknownSprite(roomDoorInfo);
  292. RefreshUnknownSprite(roomDoorInfo.ConnectDoor);
  293. }
  294.  
  295. //进入刷新问号队列
  296. private void RefreshUnknownSprite(RoomDoorInfo roomDoorInfo)
  297. {
  298. if (!_needRefresh.Contains(roomDoorInfo))
  299. {
  300. _needRefresh.Add(roomDoorInfo);
  301. }
  302. }
  303.  
  304. //刷新问号
  305. private void HandlerRefreshUnknownSprite(RoomDoorInfo roomDoorInfo)
  306. {
  307. //是否探索房间
  308. var flag1 = roomDoorInfo.RoomInfo.RoomFogMask.IsExplored;
  309. //是否探索过道
  310. var flag2 = roomDoorInfo.AisleFogMask.IsExplored;
  311. if (flag1 == flag2) //不显示问号
  312. {
  313. if (roomDoorInfo.UnknownSprite != null)
  314. {
  315. roomDoorInfo.UnknownSprite.QueueFree();
  316. roomDoorInfo.UnknownSprite = null;
  317. }
  318. }
  319. else
  320. {
  321. var unknownSprite = roomDoorInfo.UnknownSprite ?? CreateUnknownSprite(roomDoorInfo);
  322. var pos = (roomDoorInfo.OriginPosition + roomDoorInfo.GetEndPosition()) / 2;
  323. if (!flag2) //偏向过道
  324. {
  325. if (roomDoorInfo.Direction == DoorDirection.N)
  326. pos += new Vector2I(0, -2);
  327. else if (roomDoorInfo.Direction == DoorDirection.S)
  328. pos += new Vector2I(0, 2);
  329. else if (roomDoorInfo.Direction == DoorDirection.E)
  330. pos += new Vector2I(2, 0);
  331. else if (roomDoorInfo.Direction == DoorDirection.W)
  332. pos += new Vector2I(-2, 0);
  333. }
  334. else //偏向房间
  335. {
  336. if (roomDoorInfo.Direction == DoorDirection.N)
  337. pos -= new Vector2I(0, -2);
  338. else if (roomDoorInfo.Direction == DoorDirection.S)
  339. pos -= new Vector2I(0, 2);
  340. else if (roomDoorInfo.Direction == DoorDirection.E)
  341. pos -= new Vector2I(2, 0);
  342. else if (roomDoorInfo.Direction == DoorDirection.W)
  343. pos -= new Vector2I(-2, 0);
  344. }
  345. unknownSprite.Position = pos;
  346. }
  347. }
  348.  
  349. private Sprite2D CreateUnknownSprite(RoomDoorInfo roomInfoDoor)
  350. {
  351. var unknownSprite = new Sprite2D();
  352. unknownSprite.Texture = ResourceManager.LoadTexture2D(ResourcePath.resource_sprite_ui_commonIcon_Unknown_png);
  353. unknownSprite.Scale = new Vector2(0.25f, 0.25f);
  354. roomInfoDoor.UnknownSprite = unknownSprite;
  355. S_Root.AddChild(unknownSprite);
  356. return unknownSprite;
  357. }
  358.  
  359. private Vector2 CalcRootPosition(Vector2 pos)
  360. {
  361. return S_DrawContainer.Instance.Size / 2 - pos / 16 * S_Root.Instance.Scale;
  362. }
  363. private void DoTransmission(Vector2 position)
  364. {
  365. var roomUI = (RoomUIPanel)ParentUi;
  366. roomUI.S_Mask.Instance.Visible = true;
  367. roomUI.S_Mask.Instance.Color = new Color(0, 0, 0, 0);
  368. _transmissionTween = CreateTween();
  369. _transmissionTween.TweenProperty(roomUI.S_Mask.Instance, "color", new Color(0, 0, 0), 0.3f);
  370. _transmissionTween.TweenCallback(Callable.From(() =>
  371. {
  372. Player.Current.Position = position;
  373. }));
  374. _transmissionTween.TweenInterval(0.2f);
  375. _transmissionTween.TweenProperty(roomUI.S_Mask.Instance, "color", new Color(0, 0, 0, 0), 0.3f);
  376. _transmissionTween.TweenCallback(Callable.From(() =>
  377. {
  378. _transmissionTween = null;
  379. }));
  380. _transmissionTween.Play();
  381. }
  382. }