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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.GetCenterPosition() / 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. var playPosition = Player.Current.GetCenterPosition();
  148. if (!_isMagnifyMap)
  149. {
  150. S_Root.Instance.Position = CalcRootPosition(playPosition);
  151. }
  152. else
  153. {
  154. S_Root.Instance.Position = CalcRootPosition(playPosition) + _mapOffset;
  155. S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2 + _mapOffset;
  156. }
  157.  
  158. var area = Player.Current.AffiliationArea;
  159. //传送
  160. if (_pressMapFlag && _mouseHoverRoom != null &&
  161. area != null && !area.RoomInfo.IsSeclusion &&
  162. Input.IsMouseButtonPressed(MouseButton.Right))
  163. {
  164. //执行传送操作
  165. DoTransmission((_mouseHoverRoom.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize);
  166. ResetMap();
  167. _isMagnifyMap = false;
  168. World.Current.Pause = false;
  169. }
  170. }
  171.  
  172. private void OnDrawContainerResized()
  173. {
  174. S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2;
  175. }
  176.  
  177. //放大小地图
  178. private void MagnifyMap()
  179. {
  180. GameApplication.Instance.Cursor.SetGuiMode(true);
  181. S_DrawContainer.Reparent(S_MagnifyMapBar);
  182. S_DrawContainer.Instance.Position = new Vector2(1, 1);
  183. S_Bg.Instance.Visible = true;
  184. S_MagnifyMapBar.Instance.Visible = true;
  185. S_MapBar.Instance.Visible = false;
  186. _mapOffset = Vector2.Zero;
  187.  
  188. _dragBinder = S_DrawContainer.Instance.AddDragListener((state, delta) =>
  189. {
  190. if (state == DragState.DragMove)
  191. {
  192. _mapOffset += delta;
  193. }
  194. });
  195. }
  196.  
  197. //还原小地图
  198. private void ResetMap()
  199. {
  200. GameApplication.Instance.Cursor.SetGuiMode(false);
  201. S_DrawContainer.Reparent(S_MapBar);
  202. S_DrawContainer.Instance.Position = new Vector2(1, 1);
  203. S_Bg.Instance.Visible = false;
  204. S_MagnifyMapBar.Instance.Visible = false;
  205. S_MapBar.Instance.Visible = true;
  206. ResetOutlineColor();
  207.  
  208. if (_dragBinder != null)
  209. {
  210. _dragBinder.UnBind();
  211. _dragBinder = null;
  212. }
  213. }
  214.  
  215. private void ResetOutlineColor()
  216. {
  217. if (_mouseHoverRoom != null)
  218. {
  219. ((ShaderMaterial)_mouseHoverRoom.PreviewSprite.Material).SetShaderParameter("outline_color", _originOutlineColor);
  220. _mouseHoverRoom = null;
  221. }
  222. }
  223. //初始化小地图
  224. private void InitMap()
  225. {
  226. var startRoom = GameApplication.Instance.DungeonManager.StartRoomInfo;
  227. startRoom.EachRoom(roomInfo =>
  228. {
  229. //房间
  230. roomInfo.PreviewSprite.Visible = false;
  231. S_Root.AddChild(roomInfo.PreviewSprite);
  232.  
  233. roomInfo.PreviewSprite.MouseEntered += () =>
  234. {
  235. if (!_pressMapFlag)
  236. {
  237. return;
  238. }
  239. ResetOutlineColor();
  240. _mouseHoverRoom = roomInfo;
  241. var shaderMaterial = (ShaderMaterial)roomInfo.PreviewSprite.Material;
  242. _originOutlineColor = shaderMaterial.GetShaderParameter("outline_color").AsColor();
  243. //玩家所在的房间门是否打开
  244. var area = Player.Current.AffiliationArea;
  245. if (area != null)
  246. {
  247. var isOpen = !area.RoomInfo.IsSeclusion;
  248. if (isOpen)
  249. {
  250. shaderMaterial.SetShaderParameter("outline_color", new Color(0, 1, 0, 0.9f));
  251. }
  252. else
  253. {
  254. shaderMaterial.SetShaderParameter("outline_color", new Color(1, 0, 0, 0.9f));
  255. }
  256. }
  257. };
  258. roomInfo.PreviewSprite.MouseExited += () =>
  259. {
  260. if (!_pressMapFlag)
  261. {
  262. return;
  263. }
  264. ResetOutlineColor();
  265. };
  266. //过道
  267. if (roomInfo.Doors != null)
  268. {
  269. foreach (var roomInfoDoor in roomInfo.Doors)
  270. {
  271. if (roomInfoDoor.IsForward)
  272. {
  273. roomInfoDoor.AislePreviewSprite.Visible = false;
  274. S_Root.AddChild(roomInfoDoor.AislePreviewSprite);
  275. }
  276. }
  277. }
  278. });
  279. }
  280. private void OnPlayerFirstEnterRoom(object data)
  281. {
  282. var roomInfo = (RoomInfo)data;
  283. roomInfo.PreviewSprite.Visible = true;
  284. if (roomInfo.Doors!= null)
  285. {
  286. foreach (var roomDoor in roomInfo.Doors)
  287. {
  288. RefreshUnknownSprite(roomDoor);
  289. }
  290. }
  291. }
  292. private void OnPlayerFirstEnterAisle(object data)
  293. {
  294. var roomDoorInfo = (RoomDoorInfo)data;
  295. roomDoorInfo.AislePreviewSprite.Visible = true;
  296.  
  297. RefreshUnknownSprite(roomDoorInfo);
  298. RefreshUnknownSprite(roomDoorInfo.ConnectDoor);
  299. }
  300.  
  301. //进入刷新问号队列
  302. private void RefreshUnknownSprite(RoomDoorInfo roomDoorInfo)
  303. {
  304. if (!_needRefresh.Contains(roomDoorInfo))
  305. {
  306. _needRefresh.Add(roomDoorInfo);
  307. }
  308. }
  309.  
  310. //刷新问号
  311. private void HandlerRefreshUnknownSprite(RoomDoorInfo roomDoorInfo)
  312. {
  313. //是否探索房间
  314. var flag1 = roomDoorInfo.RoomInfo.RoomFogMask.IsExplored;
  315. //是否探索过道
  316. var flag2 = roomDoorInfo.AisleFogMask.IsExplored;
  317. if (flag1 == flag2) //不显示问号
  318. {
  319. if (roomDoorInfo.UnknownSprite != null)
  320. {
  321. roomDoorInfo.UnknownSprite.QueueFree();
  322. roomDoorInfo.UnknownSprite = null;
  323. }
  324. }
  325. else
  326. {
  327. var unknownSprite = roomDoorInfo.UnknownSprite ?? CreateUnknownSprite(roomDoorInfo);
  328. var pos = (roomDoorInfo.OriginPosition + roomDoorInfo.GetEndPosition()) / 2;
  329. if (!flag2) //偏向过道
  330. {
  331. if (roomDoorInfo.Direction == DoorDirection.N)
  332. pos += new Vector2I(0, -1);
  333. else if (roomDoorInfo.Direction == DoorDirection.S)
  334. pos += new Vector2I(0, 3);
  335. else if (roomDoorInfo.Direction == DoorDirection.E)
  336. pos += new Vector2I(2, 1);
  337. else if (roomDoorInfo.Direction == DoorDirection.W)
  338. pos += new Vector2I(-2, 1);
  339. }
  340. else //偏向房间
  341. {
  342. if (roomDoorInfo.Direction == DoorDirection.N)
  343. pos -= new Vector2I(0, -4);
  344. else if (roomDoorInfo.Direction == DoorDirection.S)
  345. pos -= new Vector2I(0, 1);
  346. else if (roomDoorInfo.Direction == DoorDirection.E)
  347. pos -= new Vector2I(3, -1);
  348. else if (roomDoorInfo.Direction == DoorDirection.W)
  349. pos -= new Vector2I(-3, -1);
  350. }
  351. unknownSprite.Position = pos;
  352. }
  353. }
  354.  
  355. private Sprite2D CreateUnknownSprite(RoomDoorInfo roomInfoDoor)
  356. {
  357. var unknownSprite = new Sprite2D();
  358. unknownSprite.Texture = ResourceManager.LoadTexture2D(ResourcePath.resource_sprite_ui_commonIcon_Unknown_png);
  359. unknownSprite.Scale = new Vector2(0.25f, 0.25f);
  360. roomInfoDoor.UnknownSprite = unknownSprite;
  361. S_Root.AddChild(unknownSprite);
  362. return unknownSprite;
  363. }
  364.  
  365. private Vector2 CalcRootPosition(Vector2 pos)
  366. {
  367. return S_DrawContainer.Instance.Size / 2 - pos / 16 * S_Root.Instance.Scale;
  368. }
  369. private void DoTransmission(Vector2 position)
  370. {
  371. var roomUI = (RoomUIPanel)ParentUi;
  372. roomUI.S_Mask.Instance.Visible = true;
  373. roomUI.S_Mask.Instance.Color = new Color(0, 0, 0, 0);
  374. _transmissionTween = CreateTween();
  375. _transmissionTween.TweenProperty(roomUI.S_Mask.Instance, "color", new Color(0, 0, 0), 0.3f);
  376. _transmissionTween.TweenCallback(Callable.From(() =>
  377. {
  378. Player.Current.Position = position;
  379. }));
  380. _transmissionTween.TweenInterval(0.2f);
  381. _transmissionTween.TweenProperty(roomUI.S_Mask.Instance, "color", new Color(0, 0, 0, 0), 0.3f);
  382. _transmissionTween.TweenCallback(Callable.From(() =>
  383. {
  384. _transmissionTween = null;
  385. }));
  386. _transmissionTween.Play();
  387. }
  388. }