- using Godot;
- using UI.MapEditorTools;
-
- namespace UI.MapEditor;
-
- public partial class MapEditorPanel : MapEditor
- {
- private EditorTileMapBar _editorTileMapBar;
- public override void OnCreateUi()
- {
- S_TabContainer.Instance.SetTabTitle(0, "地图");
- S_TabContainer.Instance.SetTabTitle(1, "对象");
- //S_MapLayer.Instance.Init(S_MapLayer);
-
- _editorTileMapBar = new EditorTileMapBar(this, S_TileMap);
- }
-
- public override void OnShowUi()
- {
- S_Left.Instance.Resized += OnMapViewResized;
- S_Back.Instance.Pressed += OnBackClick;
- OnMapViewResized();
-
- _editorTileMapBar.OnShow();
- }
-
- public override void OnHideUi()
- {
- S_Left.Instance.Resized -= OnMapViewResized;
- S_Back.Instance.Pressed -= OnBackClick;
- _editorTileMapBar.OnHide();
- }
-
- public override void OnDestroyUi()
- {
- _editorTileMapBar.OnDestroy();
- }
-
- public override void Process(float delta)
- {
- _editorTileMapBar.Process(delta);
- }
-
- /// <summary>
- /// 加载地牢, 返回是否加载成功
- /// </summary>
- public bool LoadMap(DungeonRoomSplit roomSplit)
- {
- return S_TileMap.Instance.Load(roomSplit);
- }
-
- //调整地图显示区域大小
- private void OnMapViewResized()
- {
- S_SubViewport.Instance.Size = S_Left.Instance.Size.AsVector2I() - new Vector2I(4, 4);
- }
-
- private void OnBackClick()
- {
- //返回上一个Ui
- OpenPrevUi();
- }
- }