-
- using System.Collections.Generic;
- using Config;
- using Godot;
-
- public class RandomPool
- {
- /// <summary>
- /// 随机数生成器
- /// </summary>
- public SeedRandom Random { get; }
-
- /// <summary>
- /// 所属世界
- /// </summary>
- public World World { get; }
-
- public RandomPool(World world)
- {
- World = world;
- Random = world.Random;
- }
-
- /// <summary>
- /// 获取随机武器
- /// </summary>
- public ExcelConfig.ActivityBase GetRandomWeapon()
- {
- return Random.RandomChoose(PreinstallMarkManager.GetMarkConfigsByType(ActivityType.Weapon));
- }
-
- /// <summary>
- /// 获取随机敌人
- /// </summary>
- public ExcelConfig.ActivityBase GetRandomEnemy()
- {
- return Random.RandomChoose(PreinstallMarkManager.GetMarkConfigsByType(ActivityType.Enemy));
- }
-
- /// <summary>
- /// 获取随机道具
- /// </summary>
- public ExcelConfig.ActivityBase GetRandomProp()
- {
- return Random.RandomChoose(PreinstallMarkManager.GetMarkConfigsByType(ActivityType.Prop));
- }
-
- /// <summary>
- /// 填充自动波次数据
- /// </summary>
- public void FillAutoWave(RoomPreinstall preinstall)
- {
- if (preinstall.RoomInfo.RoomType == DungeonRoomType.Battle)
- {
- FillBattleRoom(preinstall);
- }
- }
-
- //填充战斗房间
- private void FillBattleRoom(RoomPreinstall preinstall)
- {
- var count = World.Random.RandomRangeInt(3, 10);
- var tileInfo = preinstall.RoomInfo.RoomSplit.TileInfo;
- var serializeVector2s = tileInfo.NavigationVertices;
- var vertices = new List<Vector2>();
- foreach (var sv2 in serializeVector2s)
- {
- vertices.Add(sv2.AsVector2());
- }
- var positionArray = World.Random.GetRandomPositionInPolygon(vertices, tileInfo.NavigationPolygon, count);
- var arr = new ActivityType[] { ActivityType.Enemy, ActivityType.Weapon, ActivityType.Prop };
- var weight = new int[] { 15, 2, 1 };
- for (var i = 0; i < count; i++)
- {
- var tempWave = preinstall.GetOrCreateWave(World.Random.RandomRangeInt(0, 2));
- var index = World.Random.RandomWeight(weight);
- var activityType = arr[index];
-
- //创建标记
- var mark = ActivityMark.CreateMark(activityType, i * 0.3f, preinstall.RoomInfo.ToGlobalPosition(positionArray[i]));
-
- if (activityType == ActivityType.Enemy) //敌人
- {
- mark.Id = GetRandomEnemy().Id;
- mark.Attr.Add("Face", "0");
- mark.DerivedAttr = new Dictionary<string, string>();
- mark.DerivedAttr.Add("Face", World.Random.RandomChoose((int)FaceDirection.Left, (int)FaceDirection.Right).ToString()); //链朝向
- if (World.Random.RandomBoolean(0.8f)) //手持武器
- {
- var weapon = GetRandomWeapon();
- var weaponAttribute = Weapon.GetWeaponAttribute(weapon.Id);
- mark.Attr.Add("Weapon", weapon.Id); //武器id
- mark.Attr.Add("CurrAmmon", weaponAttribute.AmmoCapacity.ToString()); //弹夹弹药量
- mark.Attr.Add("ResidueAmmo", weaponAttribute.AmmoCapacity.ToString()); //剩余弹药量
- }
- }
- else if (activityType == ActivityType.Weapon) //武器
- {
- mark.Id = GetRandomWeapon().Id;
- }
- else if (activityType == ActivityType.Prop) //道具
- {
- mark.Id = GetRandomProp().Id;
- }
- tempWave.Add(mark);
- }
- }
- }