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DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
@小李xl 小李xl on 23 Jul 2023 7 KB 创建地牢组和地牢房间
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Text.Json;
  6. using Config;
  7. using Godot;
  8. using UI.BottomTips;
  9.  
  10. public partial class GameApplication : Node2D, ICoroutine
  11. {
  12. public static GameApplication Instance { get; private set; }
  13. /// <summary>
  14. /// 游戏渲染视口
  15. /// </summary>
  16. [Export] public SubViewport SubViewport;
  17.  
  18. /// <summary>
  19. /// SubViewportContainer 组件
  20. /// </summary>
  21. [Export] public SubViewportContainer SubViewportContainer;
  22.  
  23. /// <summary>
  24. /// 场景根节点
  25. /// </summary>
  26. [Export] public Node2D SceneRoot;
  27. /// <summary>
  28. /// 全局根节点
  29. /// </summary>
  30. [Export] public Node2D GlobalNodeRoot;
  31.  
  32. /// <summary>
  33. /// 是否开启调试
  34. /// </summary>
  35. [ExportGroup("Debug")]
  36. [Export] public bool Debug = false;
  37.  
  38. /// <summary>
  39. /// 测试用, 指定生成的房间
  40. /// </summary>
  41. [Export]
  42. public PackedScene[] DesignatedRoom;
  43.  
  44. /// <summary>
  45. /// 鼠标指针
  46. /// </summary>
  47. public Cursor Cursor { get; private set; }
  48. /// <summary>
  49. /// 游戏世界
  50. /// </summary>
  51. public World World { get; private set; }
  52.  
  53. /// <summary>
  54. /// 地牢管理器
  55. /// </summary>
  56. public DungeonManager DungeonManager { get; private set; }
  57. /// <summary>
  58. /// 房间配置
  59. /// </summary>
  60. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  61. /// <summary>
  62. /// 房间配置数据, key: 模板房间资源路径
  63. /// </summary>
  64. public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  65.  
  66. /// <summary>
  67. /// 游戏视图大小
  68. /// </summary>
  69. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  70. /// <summary>
  71. /// 像素缩放
  72. /// </summary>
  73. public int PixelScale { get; private set; } = 4;
  74. /// <summary>
  75. /// 地牢配置信息
  76. /// </summary>
  77. public DungeonConfig DungeonConfig { get; private set; }
  78.  
  79. //开启的协程
  80. private List<CoroutineData> _coroutineList;
  81. public GameApplication()
  82. {
  83. Instance = this;
  84.  
  85. //初始化配置表
  86. ExcelConfig.Init();
  87. //初始化房间配置数据
  88. InitRoomConfig();
  89. //初始化 ActivityObject
  90. ActivityObject.InitActivity();
  91. //初始化武器数据
  92. Weapon.InitWeaponAttribute();
  93. DungeonConfig = new DungeonConfig();
  94. DungeonConfig.GroupName = "testGroup";
  95. DungeonConfig.RoomCount = 20;
  96. }
  97. public override void _EnterTree()
  98. {
  99. //随机化种子
  100. //GD.Randomize();
  101. //固定帧率
  102. Engine.MaxFps = 60;
  103. //调试绘制开关
  104. ActivityObject.IsDebug = Debug;
  105. //Engine.TimeScale = 0.2f;
  106.  
  107. ImageCanvas.Init(GetTree().CurrentScene);
  108. //窗体大小改变
  109. GetWindow().SizeChanged += OnWindowSizeChanged;
  110. RefreshSubViewportSize();
  111.  
  112. #if TOOLS
  113. InitDesignatedRoom();
  114. #endif
  115. //初始化ui
  116. UiManager.Init();
  117. // 初始化鼠标
  118. InitCursor();
  119. //地牢管理器
  120. DungeonManager = new DungeonManager();
  121. DungeonManager.Name = "DungeonManager";
  122. SceneRoot.AddChild(DungeonManager);
  123.  
  124. MapProjectManager.Init();
  125. BottomTipsPanel.Init();
  126. //打开主菜单Ui
  127. //UiManager.Open_Main();
  128. //UiManager.Open_MapEditor();
  129. UiManager.Open_MapEditorProject();
  130. }
  131.  
  132. public override void _Process(double delta)
  133. {
  134. var newDelta = (float)delta;
  135. InputManager.Update(newDelta);
  136. SoundManager.Update(newDelta);
  137. //协程更新
  138. if (_coroutineList != null)
  139. {
  140. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  141. }
  142. }
  143.  
  144. /// <summary>
  145. /// 创建新的 World 对象, 相当于清理房间
  146. /// </summary>
  147. public World CreateNewWorld()
  148. {
  149. if (World != null)
  150. {
  151. ClearWorld();
  152. World.QueueFree();
  153. }
  154. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  155. SceneRoot.AddChild(World);
  156. return World;
  157. }
  158.  
  159. /// <summary>
  160. /// 销毁 World 对象, 相当于清理房间
  161. /// </summary>
  162. public void DestroyWorld()
  163. {
  164. if (World != null)
  165. {
  166. ClearWorld();
  167. World.QueueFree();
  168. }
  169.  
  170. World = null;
  171. }
  172. /// <summary>
  173. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  174. /// </summary>
  175. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  176. {
  177. //return globalPos;
  178. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  179. }
  180.  
  181. /// <summary>
  182. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  183. /// </summary>
  184. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  185. {
  186. // 3.5写法
  187. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  188. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  189. }
  190. public long StartCoroutine(IEnumerator able)
  191. {
  192. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  193. }
  194. public void StopCoroutine(long coroutineId)
  195. {
  196. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  197. }
  198. public void StopAllCoroutine()
  199. {
  200. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  201. }
  202.  
  203. //初始化房间配置
  204. private void InitRoomConfig()
  205. {
  206. //加载房间配置信息
  207. var asText = ResourceManager.LoadText("res://resource/map/tileMaps/GroupConfig.json");
  208. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  209.  
  210. //初始化RoomConfigMap
  211. RoomConfigMap = new Dictionary<string, DungeonRoomSplit>();
  212. //加载流程更改
  213. // foreach (var dungeonRoomGroup in RoomConfig)
  214. // {
  215. // foreach (var dungeonRoomType in Enum.GetValues<DungeonRoomType>())
  216. // {
  217. // foreach (var dungeonRoomSplit in dungeonRoomGroup.Value.GetRoomList(dungeonRoomType))
  218. // {
  219. // RoomConfigMap.Add(dungeonRoomSplit.ScenePath, dungeonRoomSplit);
  220. // }
  221. // }
  222. // }
  223. }
  224.  
  225. //窗体大小改变
  226. private void OnWindowSizeChanged()
  227. {
  228. var size = GetWindow().Size;
  229. ViewportSize = size / PixelScale;
  230. RefreshSubViewportSize();
  231. }
  232. //刷新视窗大小
  233. private void RefreshSubViewportSize()
  234. {
  235. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  236. s.X = s.X / 2 * 2;
  237. s.Y = s.Y / 2 * 2;
  238. SubViewport.Size = s;
  239. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  240. SubViewportContainer.Size = s;
  241. }
  242.  
  243. //初始化鼠标
  244. private void InitCursor()
  245. {
  246. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  247. var cursorLayer = new CanvasLayer();
  248. cursorLayer.Name = "CursorLayer";
  249. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  250. AddChild(cursorLayer);
  251. cursorLayer.AddChild(Cursor);
  252. }
  253.  
  254. //清理世界
  255. private void ClearWorld()
  256. {
  257. var childCount = World.NormalLayer.GetChildCount();
  258. for (var i = 0; i < childCount; i++)
  259. {
  260. var c = World.NormalLayer.GetChild(i);
  261. if (c is IDestroy destroy)
  262. {
  263. destroy.Destroy();
  264. }
  265. }
  266. childCount = World.YSortLayer.GetChildCount();
  267. for (var i = 0; i < childCount; i++)
  268. {
  269. var c = World.YSortLayer.GetChild(i);
  270. if (c is IDestroy destroy)
  271. {
  272. destroy.Destroy();
  273. }
  274. }
  275. }
  276.  
  277. #if TOOLS
  278. //调试模式下, 指定生成哪些房间
  279. private void InitDesignatedRoom()
  280. {
  281. if (DesignatedRoom != null && DesignatedRoom.Length > 0)
  282. {
  283. var list = new List<DungeonRoomSplit>();
  284. foreach (var packedScene in DesignatedRoom)
  285. {
  286. if (RoomConfigMap.TryGetValue(packedScene.ResourcePath, out var dungeonRoomSplit))
  287. {
  288. list.Add(dungeonRoomSplit);
  289. }
  290. }
  291. DungeonGenerator.SetDesignatedRoom(list);
  292. }
  293. }
  294. #endif
  295.  
  296. }