using System.Text.Json; using System.Text.Json.Serialization; /// <summary> /// 房间配置文件相关信息, 将会在 RoomConfig.json 中汇总 /// </summary> public class DungeonRoomSplit { /// <summary> /// 当前房间是否绘制完成, 也就是是否可用 /// </summary> [JsonInclude] public bool Ready; /// <summary> /// 房间配置路径 /// </summary> [JsonInclude] public string RoomPath; /// <summary> /// 房间地块配置数据 /// </summary> [JsonInclude] public string TilePath; /// <summary> /// 房间配置数据, 第一次获取会在资源中加载数据 /// </summary> [JsonIgnore] public DungeonRoomInfo RoomInfo { get { if (_roomInfo == null && RoomPath != null) { var asText = ResourceManager.LoadText(RoomPath); _roomInfo = JsonSerializer.Deserialize<DungeonRoomInfo>(asText); //需要处理 DoorAreaInfos 长度为 0 的房间, 并为其配置默认值 var areaInfos = _roomInfo.DoorAreaInfos; if (areaInfos.Count == 0) { areaInfos.Add(new DoorAreaInfo(DoorDirection.N, GameConfig.TileCellSize, (_roomInfo.Size.X - 1) * GameConfig.TileCellSize)); areaInfos.Add(new DoorAreaInfo(DoorDirection.S, GameConfig.TileCellSize, (_roomInfo.Size.X - 1) * GameConfig.TileCellSize)); areaInfos.Add(new DoorAreaInfo(DoorDirection.W, GameConfig.TileCellSize, (_roomInfo.Size.Y - 1) * GameConfig.TileCellSize)); areaInfos.Add(new DoorAreaInfo(DoorDirection.E, GameConfig.TileCellSize, (_roomInfo.Size.Y - 1) * GameConfig.TileCellSize)); } } return _roomInfo; } set => _roomInfo = value; } private DungeonRoomInfo _roomInfo; /// <summary> /// 房间地块配置数据 /// </summary> [JsonIgnore] public DungeonTileInfo TileInfo { get { if (_tileInfo == null && TilePath != null) { var asText = ResourceManager.LoadText(TilePath); _tileInfo = JsonSerializer.Deserialize<DungeonTileInfo>(asText); } return _tileInfo; } set => _tileInfo = value; } private DungeonTileInfo _tileInfo; }