using System.Collections.Generic; using Godot; /// <summary> /// 房间的数据描述 /// </summary> public class RoomInfo : IDestroy { public RoomInfo(int id, DungeonRoomType type, DungeonRoomSplit roomSplit) { Id = id; RoomType = type; RoomSplit = roomSplit; } /// <summary> /// 房间 id /// </summary> public int Id; /// <summary> /// 房间类型 /// </summary> public DungeonRoomType RoomType; /// <summary> /// 层级, 也就是离初始房间间隔多少个房间 /// </summary> public int Layer; /// <summary> /// 生成该房间使用的配置数据 /// </summary> public DungeonRoomSplit RoomSplit; /// <summary> /// 房间大小, 单位: 格 /// </summary> public Vector2I Size; /// <summary> /// 房间位置, 单位: 格 /// </summary> public Vector2I Position; /// <summary> /// 门 /// </summary> public List<RoomDoorInfo> Doors = new List<RoomDoorInfo>(); /// <summary> /// 连接该房间的过道占用区域信息 /// </summary> public List<Rect2I> AisleArea = new List<Rect2I>(); /// <summary> /// 下一个房间 /// </summary> public List<RoomInfo> Next = new List<RoomInfo>(); /// <summary> /// 上一个房间 /// </summary> public RoomInfo Prev; /// <summary> /// 当前房间使用的预设 /// </summary> public RoomPreinstall RoomPreinstall; /// <summary> /// 当前房间归属区域 /// </summary> public AffiliationArea AffiliationArea; /// <summary> /// 静态精灵绘制画布 /// </summary> public RoomStaticImageCanvas StaticImageCanvas; /// <summary> /// 是否处于闭关状态, 也就是房间门没有主动打开 /// </summary> public bool IsSeclusion { get; private set; } = false; public bool IsDestroyed { get; private set; } // private bool _beReady = false; // private bool _waveStart = false; // private int _currWaveIndex = 0; // private int _currWaveNumber = 0; //private List<ActivityMark> _currActivityMarks = new List<ActivityMark>(); /// <summary> /// 获取房间的全局坐标, 单位: 像素 /// </summary> public Vector2I GetWorldPosition() { return new Vector2I( Position.X * GameConfig.TileCellSize, Position.Y * GameConfig.TileCellSize ); } /// <summary> /// 获取房间左上角的 Tile 距离全局坐标原点的偏移, 单位: 像素 /// </summary> /// <returns></returns> public Vector2I GetOffsetPosition() { return RoomSplit.RoomInfo.Position.AsVector2I() * GameConfig.TileCellSize; } /// <summary> /// 获取房间横轴结束位置, 单位: 格 /// </summary> public int GetHorizontalEnd() { return Position.X + Size.X; } /// <summary> /// 获取房间纵轴结束位置, 单位: 格 /// </summary> public int GetVerticalEnd() { return Position.Y + Size.Y; } /// <summary> /// 获取房间横轴开始位置, 单位: 格 /// </summary> public int GetHorizontalStart() { return Position.X; } /// <summary> /// 获取房间纵轴开始位置, 单位: 格 /// </summary> public int GetVerticalStart() { return Position.Y; } /// <summary> /// 获取房间宽度, 单位: 像素 /// </summary> public int GetWidth() { return Size.X * GameConfig.TileCellSize; } /// <summary> /// 获取房间高度, 单位: 像素 /// </summary> public int GetHeight() { return Size.Y * GameConfig.TileCellSize; } public void Destroy() { if (IsDestroyed) { return; } IsDestroyed = true; foreach (var nextRoom in Next) { nextRoom.Destroy(); } Next.Clear(); if (RoomPreinstall != null) { RoomPreinstall.Destroy(); RoomPreinstall = null; } if (StaticImageCanvas != null) { StaticImageCanvas.Destroy(); } } /// <summary> /// 加载地牢完成 /// </summary> public void OnReady() { //提前加载波 RoomPreinstall.OnReady(); } /// <summary> /// 玩家第一次进入房间, 房间准备好了, 准备刷敌人, 并且关闭所有<br/> /// 当清完每一波刷新的敌人后即可开门 /// </summary> public void OnFirstEnter() { if (RoomPreinstall.IsRunWave) { return; } //没有额外标记, 啥都不要做 if (RoomPreinstall.WaveCount <= 1) { IsSeclusion = false; return; } IsSeclusion = true; //会刷新敌人才要关门 if (RoomPreinstall.HasEnemy()) { //关门 foreach (var doorInfo in Doors) { doorInfo.Door.CloseDoor(); } } //执行第一波生成 RoomPreinstall.StartWave(); } /// <summary> /// 当前房间所有敌人都被清除了 /// </summary> public void OnClearRoom() { if (RoomPreinstall.IsLastWave) //所有 mark 都走完了 { IsSeclusion = false; //开门 if (RoomPreinstall.HasEnemy()) { foreach (var doorInfo in Doors) { doorInfo.Door.OpenDoor(); } } } else //执行下一波 { NextWave(); } } /// <summary> /// 返回当前这一波所有的标记的 Doing 函数是否执行完成 /// </summary> public bool IsCurrWaveOver() { return RoomPreinstall.IsCurrWaveOver(); } /// <summary> /// 执行下一轮标记 /// </summary> private void NextWave() { RoomPreinstall.NextWave(); } }