using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Godot; /// <summary> /// 地牢管理器 /// </summary> public partial class DungeonManager : Node2D { /// <summary> /// 起始房间 /// </summary> public RoomInfo StartRoomInfo => _dungeonGenerator?.StartRoomInfo; /// <summary> /// 当前玩家所在的房间 /// </summary> public RoomInfo ActiveRoomInfo => Player.Current?.AffiliationArea?.RoomInfo; /// <summary> /// 当前玩家所在的区域 /// </summary> public AffiliationArea ActiveAffiliationArea => Player.Current?.AffiliationArea; /// <summary> /// 是否在地牢里 /// </summary> public bool IsInDungeon { get; private set; } /// <summary> /// 是否是编辑器模式 /// </summary> public bool IsEditorMode { get; private set; } /// <summary> /// 当前使用的配置 /// </summary> public DungeonConfig CurrConfig { get; private set; } /// <summary> /// 当前使用的世界对象 /// </summary> public World World { get; private set; } /// <summary> /// 自动图块配置 /// </summary> public AutoTileConfig AutoTileConfig { get; private set; } private UiBase _prevUi; private DungeonTileMap _dungeonTileMap; private DungeonGenerator _dungeonGenerator; //用于检查房间敌人的计时器 private float _checkEnemyTimer = 0; //用于记录玩家上一个所在区域 private AffiliationArea _affiliationAreaFlag; public DungeonManager() { //绑定事件 EventManager.AddEventListener(EventEnum.OnPlayerFirstEnterRoom, OnPlayerFirstEnterRoom); EventManager.AddEventListener(EventEnum.OnPlayerEnterRoom, OnPlayerEnterRoom); } /// <summary> /// 加载地牢 /// </summary> public void LoadDungeon(DungeonConfig config, Action finish = null) { IsEditorMode = false; CurrConfig = config; GameApplication.Instance.StartCoroutine(RunLoadDungeonCoroutine(finish)); } /// <summary> /// 重启地牢 /// </summary> public void RestartDungeon(DungeonConfig config) { IsEditorMode = false; CurrConfig = config; ExitDungeon(() => { LoadDungeon(CurrConfig); }); } /// <summary> /// 退出地牢 /// </summary> public void ExitDungeon(Action finish = null) { IsInDungeon = false; GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(finish)); } //------------------------------------------------------------------------------------- /// <summary> /// 在编辑器模式下进入地牢 /// </summary> /// <param name="config">地牢配置</param> public void EditorPlayDungeon(DungeonConfig config) { IsEditorMode = true; CurrConfig = config; if (_prevUi != null) { _prevUi.HideUi(); } GameApplication.Instance.StartCoroutine(RunLoadDungeonCoroutine(null)); } /// <summary> /// 在编辑器模式下进入地牢 /// </summary> /// <param name="prevUi">记录上一个Ui</param> /// <param name="config">地牢配置</param> public void EditorPlayDungeon(UiBase prevUi, DungeonConfig config) { IsEditorMode = true; CurrConfig = config; _prevUi = prevUi; if (_prevUi != null) { _prevUi.HideUi(); } GameApplication.Instance.StartCoroutine(RunLoadDungeonCoroutine(null)); } /// <summary> /// 在编辑器模式下退出地牢, 并且打开上一个Ui /// </summary> public void EditorExitDungeon() { IsInDungeon = false; GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(() => { IsEditorMode = false; //显示上一个Ui if (_prevUi != null) { _prevUi.ShowUi(); } })); } //------------------------------------------------------------------------------------- public override void _Process(double delta) { if (IsInDungeon) { if (World.Pause) //已经暂停 { return; } //暂停游戏 if (InputManager.Menu) { World.Pause = true; //鼠标改为Ui鼠标 GameApplication.Instance.Cursor.SetGuiMode(true); //打开暂停Ui UiManager.Open_PauseMenu(); } //更新迷雾 FogMaskHandler.Update(); _checkEnemyTimer += (float)delta; if (_checkEnemyTimer >= 1) { _checkEnemyTimer %= 1; //检查房间内的敌人存活状况 OnCheckEnemy(); } if (ActivityObject.IsDebug) { QueueRedraw(); } } } //执行加载地牢协程 private IEnumerator RunLoadDungeonCoroutine(Action finish) { //打开 loading UI UiManager.Open_Loading(); yield return 0; //生成地牢房间 var random = new SeedRandom(); _dungeonGenerator = new DungeonGenerator(CurrConfig, random); var rule = new DefaultDungeonRule(_dungeonGenerator); if (!_dungeonGenerator.Generate(rule)) //生成房间失败 { _dungeonGenerator.EachRoom(DisposeRoomInfo); _dungeonGenerator = null; UiManager.Hide_Loading(); if (IsEditorMode) //在编辑器模式下打开的Ui { EditorPlayManager.IsPlay = false; IsEditorMode = false; //显示上一个Ui if (_prevUi != null) { _prevUi.ShowUi(); } } else //正常关闭Ui { UiManager.Open_Main(); } EditorWindowManager.ShowTips("错误", "生成房间尝试次数过多,生成地牢房间失败,请加大房间门连接区域!"); yield break; } yield return 0; //创建世界场景 World = GameApplication.Instance.CreateNewWorld(random); yield return 0; var group = GameApplication.Instance.RoomConfig[CurrConfig.GroupName]; var tileSetSplit = GameApplication.Instance.TileSetConfig[group.TileSet]; World.TileRoot.TileSet = tileSetSplit.GetTileSet(); //填充地牢 AutoTileConfig = new AutoTileConfig(0, tileSetSplit.TileSetInfo.Sources[0].Terrain[0]); _dungeonTileMap = new DungeonTileMap(World.TileRoot); yield return _dungeonTileMap.AutoFillRoomTile(AutoTileConfig, _dungeonGenerator.StartRoomInfo, World); //yield return _dungeonTileMap.AddOutlineTile(AutoTileConfig.WALL_BLOCK); //生成寻路网格, 这一步操作只生成过道的导航 _dungeonTileMap.GenerateNavigationPolygon(MapLayer.AutoAisleFloorLayer); yield return 0; //将导航网格绑定到 DoorInfo 上 BindAisleNavigation(StartRoomInfo, _dungeonTileMap.GetPolygonData()); yield return 0; //挂载过道导航区域 _dungeonTileMap.MountNavigationPolygon(World.NavigationRoot); yield return 0; //初始化所有房间 yield return _dungeonGenerator.EachRoomCoroutine(InitRoom); //播放bgm //SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f); //地牢加载即将完成 yield return _dungeonGenerator.EachRoomCoroutine(info => info.OnReady()); //初始房间创建玩家标记 var playerBirthMark = StartRoomInfo.RoomPreinstall.GetPlayerBirthMark(); //创建玩家 var player = ActivityObject.Create<Player>(ActivityObject.Ids.Id_role0001); if (playerBirthMark != null) { //player.Position = new Vector2(50, 50); player.Position = playerBirthMark.Position; } player.Name = "Player"; player.PutDown(RoomLayerEnum.YSortLayer); Player.SetCurrentPlayer(player); GameApplication.Instance.Cursor.SetGuiMode(false); //打开游戏中的ui UiManager.Open_RoomUI(); //派发进入地牢事件 EventManager.EmitEvent(EventEnum.OnEnterDungeon); IsInDungeon = true; QueueRedraw(); yield return 0; //关闭 loading UI UiManager.Destroy_Loading(); if (finish != null) { finish(); } } //执行退出地牢流程 private IEnumerator RunExitDungeonCoroutine(Action finish) { //打开 loading UI UiManager.Open_Loading(); yield return 0; World.Pause = true; yield return 0; _dungeonGenerator.EachRoom(DisposeRoomInfo); yield return 0; _dungeonTileMap = null; AutoTileConfig = null; _dungeonGenerator = null; UiManager.Hide_RoomUI(); yield return 0; Player.SetCurrentPlayer(null); World = null; GameApplication.Instance.DestroyWorld(); yield return 0; FogMaskHandler.ClearRecordRoom(); LiquidBrushManager.ClearData(); BrushImageData.ClearBrushData(); QueueRedraw(); //鼠标还原 GameApplication.Instance.Cursor.SetGuiMode(true); //派发退出地牢事件 EventManager.EmitEvent(EventEnum.OnExitDungeon); yield return 0; //关闭 loading UI UiManager.Destroy_Loading(); if (finish != null) { finish(); } } //将导航网格绑定到 DoorInfo 上 private void BindAisleNavigation(RoomInfo startRoom, NavigationPolygonData[] polygonDatas) { var list = polygonDatas.ToList(); startRoom.EachRoom(roomInfo => { if (roomInfo.Doors != null) { foreach (var roomInfoDoor in roomInfo.Doors) { if (roomInfoDoor.IsForward) { var doorPosition = roomInfoDoor.GetWorldOriginPosition(); for (var i = 0; i < list.Count; i++) { var data = list[i]; var points = data.GetPoints(); if (InLength(points, doorPosition, 32) && InLength(points, roomInfoDoor.GetWorldEndPosition(), 32)) { roomInfoDoor.AisleNavigation = data; roomInfoDoor.ConnectDoor.AisleNavigation = data; list.RemoveAt(i); } } //Debug.Log(roomInfo.Id + ", 是否找到连接过道: " + flag); } } } }); } private bool InLength(Vector2[] points, Vector2 targetPoint, float len) { foreach (var point in points) { if (point.DistanceSquaredTo(targetPoint) <= len * len) { return true; } } return false; } // 初始化房间 private void InitRoom(RoomInfo roomInfo) { roomInfo.CalcRange(); //挂载房间导航区域 MountNavFromRoomInfo(roomInfo); //创建门 CreateDoor(roomInfo); //创建房间归属区域 CreateRoomAffiliation(roomInfo); //创建 RoomStaticSprite CreateRoomStaticSprite(roomInfo); //创建静态精灵画布 CreateRoomStaticImageCanvas(roomInfo); //创建液体区域 CreateRoomLiquidCanvas(roomInfo); //创建迷雾遮罩 CreateRoomFogMask(roomInfo); //创建房间/过道预览sprite CreatePreviewSprite(roomInfo); } //挂载房间导航区域 private void MountNavFromRoomInfo(RoomInfo roomInfo) { var offset = roomInfo.GetOffsetPosition(); var worldPosition = roomInfo.GetWorldPosition() - offset; var polygon = roomInfo.RoomSplit.TileInfo.NavigationPolygon; var vertices = roomInfo.RoomSplit.TileInfo.NavigationVertices; var polygonData = new NavigationPolygon(); polygonData.CellSize = GameConfig.NavigationCellSize; //这里的位置需要加上房间位置 polygonData.Vertices = vertices.Select(v => v.AsVector2() + worldPosition).ToArray(); for (var i = 0; i < polygon.Count; i++) { polygonData.AddPolygon(polygon[i]); } var navigationPolygon = new NavigationRegion2D(); navigationPolygon.Name = "NavigationRegion" + (GetChildCount() + 1); navigationPolygon.NavigationPolygon = polygonData; World.NavigationRoot.AddChild(navigationPolygon); roomInfo.NavigationRegion = navigationPolygon; } //创建门 private void CreateDoor(RoomInfo roomInfo) { foreach (var doorInfo in roomInfo.Doors) { RoomDoor door; switch (doorInfo.Direction) { case DoorDirection.E: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_e); door.Position = (doorInfo.OriginPosition + new Vector2(0.5f, 2)) * GameConfig.TileCellSize; door.ZIndex = MapLayer.AutoTopLayer; break; case DoorDirection.W: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_w); door.Position = (doorInfo.OriginPosition + new Vector2(-0.5f, 2)) * GameConfig.TileCellSize; door.ZIndex = MapLayer.AutoTopLayer; break; case DoorDirection.S: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_s); door.Position = (doorInfo.OriginPosition + new Vector2(2f, 1.5f)) * GameConfig.TileCellSize; door.ZIndex = MapLayer.AutoTopLayer; break; case DoorDirection.N: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_n); door.Position = (doorInfo.OriginPosition + new Vector2(2f, -0.5f)) * GameConfig.TileCellSize; door.ZIndex = MapLayer.AutoMiddleLayer; break; default: return; } doorInfo.Door = door; door.Init(doorInfo); door.PutDown(RoomLayerEnum.NormalLayer, false); } } //创建房间归属区域 private void CreateRoomAffiliation(RoomInfo roomInfo) { var affiliation = new AffiliationArea(); affiliation.Name = "AffiliationArea" + roomInfo.Id; affiliation.Init(roomInfo, new Rect2I( roomInfo.GetWorldPosition() + new Vector2I(GameConfig.TileCellSize * 2, GameConfig.TileCellSize * 3), (roomInfo.Size - new Vector2I(4, 5)) * GameConfig.TileCellSize)); roomInfo.AffiliationArea = affiliation; World.AffiliationAreaRoot.AddChild(affiliation); } //创建 RoomStaticSprite private void CreateRoomStaticSprite(RoomInfo roomInfo) { var spriteRoot = new RoomStaticSprite(roomInfo); spriteRoot.Name = "SpriteRoot"; World.Current.StaticSpriteRoot.AddChild(spriteRoot); roomInfo.StaticSprite = spriteRoot; } //创建液体画布 private void CreateRoomLiquidCanvas(RoomInfo roomInfo) { var rect = roomInfo.CanvasRect; var liquidCanvas = new LiquidCanvas(roomInfo, rect.Size.X, rect.Size.Y); liquidCanvas.Position = rect.Position; roomInfo.LiquidCanvas = liquidCanvas; roomInfo.StaticSprite.AddChild(liquidCanvas); } //创建静态图像画布 private void CreateRoomStaticImageCanvas(RoomInfo roomInfo) { var rect = roomInfo.CanvasRect; var canvasSprite = new ImageCanvas(rect.Size.X, rect.Size.Y); canvasSprite.Position = rect.Position; roomInfo.StaticImageCanvas = canvasSprite; roomInfo.StaticSprite.AddChild(canvasSprite); } //创建迷雾遮罩 private void CreateRoomFogMask(RoomInfo roomInfo) { var roomFog = new FogMask(); roomFog.Name = "FogMask" + roomFog.IsDestroyed; roomFog.InitFog(roomInfo.Position + new Vector2I(1, 1), roomInfo.Size - new Vector2I(2, 2)); World.FogMaskRoot.AddChild(roomFog); roomInfo.RoomFogMask = roomFog; //生成通道迷雾 foreach (var roomDoorInfo in roomInfo.Doors) { //必须是正向门 if (roomDoorInfo.IsForward) { Rect2I calcRect; Rect2I fogAreaRect; if (!roomDoorInfo.HasCross) { calcRect = roomDoorInfo.GetAisleRect(); fogAreaRect = calcRect; if (roomDoorInfo.Direction == DoorDirection.E || roomDoorInfo.Direction == DoorDirection.W) { calcRect.Position += new Vector2I(2, 0); calcRect.Size -= new Vector2I(4, 0); } else { calcRect.Position += new Vector2I(0, 2); calcRect.Size -= new Vector2I(0, 4); } } else { var aisleRect = roomDoorInfo.GetCrossAisleRect(); calcRect = aisleRect.CalcAisleRect(); fogAreaRect = calcRect; if (roomDoorInfo.Direction == DoorDirection.E) { if (roomDoorInfo.ConnectDoor.Direction == DoorDirection.N) //→↑ { calcRect.Position += new Vector2I(2, 0); calcRect.Size -= new Vector2I(2, 3); } else //→↓ { calcRect.Position += new Vector2I(2, 3); calcRect.Size -= new Vector2I(2, 3); } } else if (roomDoorInfo.Direction == DoorDirection.W) { if (roomDoorInfo.ConnectDoor.Direction == DoorDirection.N) //←↑ { calcRect.Size -= new Vector2I(2, 3); } else //←↓ { calcRect.Position += new Vector2I(0, 3); calcRect.Size -= new Vector2I(2, 3); } } else if (roomDoorInfo.Direction == DoorDirection.N) { if (roomDoorInfo.ConnectDoor.Direction == DoorDirection.E) //↑→ { calcRect.Position += new Vector2I(2, -1); calcRect.Size -= new Vector2I(2, 1); } else //↑← { calcRect.Position += new Vector2I(0, -1); calcRect.Size -= new Vector2I(2, 1); } } else if (roomDoorInfo.Direction == DoorDirection.S) { if (roomDoorInfo.ConnectDoor.Direction == DoorDirection.E) //↓→ { calcRect.Position += new Vector2I(2, 2); calcRect.Size -= new Vector2I(2, 1); } else //↓← { calcRect.Position += new Vector2I(0, 2); calcRect.Size -= new Vector2I(2, 1); } } } //过道迷雾遮罩 var aisleFog = new FogMask(); var calcRectSize = calcRect.Size; var calcRectPosition = calcRect.Position; if (roomDoorInfo.Direction == DoorDirection.N || roomDoorInfo.Direction == DoorDirection.S) { calcRectSize.Y -= 1; } else { calcRectPosition.Y -= 1; calcRectSize.Y += 1; } aisleFog.InitFog(calcRectPosition, calcRectSize); World.FogMaskRoot.AddChild(aisleFog); roomDoorInfo.AisleFogMask = aisleFog; roomDoorInfo.ConnectDoor.AisleFogMask = aisleFog; //过道迷雾区域 var fogArea = new AisleFogArea(); fogArea.Init(roomDoorInfo, new Rect2I( fogAreaRect.Position * GameConfig.TileCellSize, fogAreaRect.Size * GameConfig.TileCellSize ) ); roomDoorInfo.AisleFogArea = fogArea; roomDoorInfo.ConnectDoor.AisleFogArea = fogArea; World.AffiliationAreaRoot.AddChild(fogArea); } //预览迷雾区域 var previewRoomFog = new PreviewFogMask(); roomDoorInfo.PreviewRoomFogMask = previewRoomFog; previewRoomFog.Init(roomDoorInfo, PreviewFogMask.PreviewFogType.Room); previewRoomFog.SetActive(false); World.FogMaskRoot.AddChild(previewRoomFog); var previewAisleFog = new PreviewFogMask(); roomDoorInfo.PreviewAisleFogMask = previewAisleFog; previewAisleFog.Init(roomDoorInfo, PreviewFogMask.PreviewFogType.Aisle); previewAisleFog.SetActive(false); World.FogMaskRoot.AddChild(previewAisleFog); } } private void CreatePreviewSprite(RoomInfo roomInfo) { //房间区域 var sprite = new TextureRect(); //sprite.Centered = false; sprite.Texture = roomInfo.PreviewTexture; sprite.Position = roomInfo.Position + new Vector2I(1, 3); var material = ResourceManager.Load<ShaderMaterial>(ResourcePath.resource_material_Outline2_tres, false); material.SetShaderParameter("outline_color", new Color(1, 1, 1, 0.9f)); material.SetShaderParameter("scale", 0.5f); sprite.Material = material; roomInfo.PreviewSprite = sprite; //过道 if (roomInfo.Doors != null) { foreach (var doorInfo in roomInfo.Doors) { if (doorInfo.IsForward) { var aisleSprite = new TextureRect(); //aisleSprite.Centered = false; aisleSprite.Texture = doorInfo.AislePreviewTexture; //调整过道预览位置 if (!doorInfo.HasCross) //不含交叉点 { if (doorInfo.Direction == DoorDirection.N) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(0, doorInfo.AislePreviewTexture.GetHeight() - 2); } else if (doorInfo.Direction == DoorDirection.S) { aisleSprite.Position = doorInfo.OriginPosition; } else if (doorInfo.Direction == DoorDirection.E) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(1, -1); } else if (doorInfo.Direction == DoorDirection.W) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(doorInfo.AislePreviewTexture.GetWidth() - 1, -1); } } else //包含交叉点 { if (doorInfo.Direction == DoorDirection.S) { if (doorInfo.ConnectDoor.Direction == DoorDirection.E) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(doorInfo.AislePreviewTexture.GetWidth() - 4, 1); } else if (doorInfo.ConnectDoor.Direction == DoorDirection.W) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(0, 1); } else { aisleSprite.Position = doorInfo.OriginPosition; } } else if (doorInfo.Direction == DoorDirection.N) { if (doorInfo.ConnectDoor.Direction == DoorDirection.W) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(0, doorInfo.AislePreviewTexture.GetHeight() - 1); } else if (doorInfo.ConnectDoor.Direction == DoorDirection.E) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(doorInfo.AislePreviewTexture.GetWidth() - 4, doorInfo.AislePreviewTexture.GetHeight() - 1); } else { aisleSprite.Position = doorInfo.OriginPosition; } } else if (doorInfo.Direction == DoorDirection.W) { if (doorInfo.ConnectDoor.Direction == DoorDirection.N) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(doorInfo.AislePreviewTexture.GetWidth() - 1, 0); } else if (doorInfo.ConnectDoor.Direction == DoorDirection.S) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(doorInfo.AislePreviewTexture.GetWidth() - 1, doorInfo.AislePreviewTexture.GetHeight() - 4); } else { aisleSprite.Position = doorInfo.OriginPosition; } } else if (doorInfo.Direction == DoorDirection.E) { if (doorInfo.ConnectDoor.Direction == DoorDirection.S) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(1, doorInfo.AislePreviewTexture.GetHeight() - 4); } else if (doorInfo.ConnectDoor.Direction == DoorDirection.N) { aisleSprite.Position = doorInfo.OriginPosition - new Vector2I(1, 0); } else { aisleSprite.Position = doorInfo.OriginPosition; } } aisleSprite.Position += new Vector2(0, 1); } var aisleSpriteMaterial = ResourceManager.Load<ShaderMaterial>(ResourcePath.resource_material_Outline2_tres, false); aisleSpriteMaterial.SetShaderParameter("outline_color", new Color(1, 1, 1, 0.9f)); aisleSpriteMaterial.SetShaderParameter("scale", 0.5f); aisleSprite.Material = aisleSpriteMaterial; doorInfo.AislePreviewSprite = aisleSprite; doorInfo.ConnectDoor.AislePreviewSprite = aisleSprite; } } } } /// <summary> /// 玩家第一次进入某个房间回调 /// </summary> private void OnPlayerFirstEnterRoom(object o) { var room = (RoomInfo)o; room.OnFirstEnter(); //如果关门了, 那么房间外的敌人就会丢失目标 if (room.IsSeclusion) { var playerAffiliationArea = Player.Current.AffiliationArea; foreach (var enemy in World.Enemy_InstanceList) { //不与玩家处于同一个房间 if (!enemy.IsDestroyed && enemy.AffiliationArea != playerAffiliationArea) { if (enemy.StateController.CurrState != AIStateEnum.AiNormal) { enemy.StateController.ChangeState(AIStateEnum.AiNormal); } } } } } /// <summary> /// 玩家进入某个房间回调 /// </summary> private void OnPlayerEnterRoom(object o) { var roomInfo = (RoomInfo)o; if (_affiliationAreaFlag != roomInfo.AffiliationArea) { if (!roomInfo.AffiliationArea.IsDestroyed) { //刷新迷雾 FogMaskHandler.RefreshRoomFog(roomInfo); } _affiliationAreaFlag = roomInfo.AffiliationArea; } } /// <summary> /// 检测当前房间敌人是否已经消灭干净, 应当每秒执行一次 /// </summary> private void OnCheckEnemy() { var activeRoom = ActiveRoomInfo; if (activeRoom != null) { if (activeRoom.RoomPreinstall.IsRunWave) //正在生成标记 { if (activeRoom.RoomPreinstall.IsCurrWaveOver()) //所有标记执行完成 { //房间内是否有存活的敌人 var flag = ActiveAffiliationArea.ExistEnterItem( activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy) ); //Debug.Log("当前房间存活数量: " + count); if (!flag) { activeRoom.OnClearRoom(); } } } } } private void DisposeRoomInfo(RoomInfo roomInfo) { roomInfo.Destroy(); } public override void _Draw() { if (ActivityObject.IsDebug) { StartRoomInfo?.EachRoom(info => { DrawRect(new Rect2(info.Waypoints * GameConfig.TileCellSize, new Vector2(16, 16)), Colors.Red); }); //绘制房间区域 if (_dungeonGenerator != null) { DrawRoomInfo(StartRoomInfo); } //绘制边缘线 } } //绘制房间区域, debug 用 private void DrawRoomInfo(RoomInfo roomInfo) { var cellSize = GameConfig.TileCellSize; var pos1 = (roomInfo.Position + roomInfo.Size / 2) * cellSize; //绘制下一个房间 foreach (var nextRoom in roomInfo.Next) { var pos2 = (nextRoom.Position + nextRoom.Size / 2) * cellSize; DrawLine(pos1, pos2, Colors.Red); DrawRoomInfo(nextRoom); } DrawString(ResourceManager.DefaultFont16Px, pos1 - new Vector2I(0, 10), "Id: " + roomInfo.Id.ToString()); DrawString(ResourceManager.DefaultFont16Px, pos1 + new Vector2I(0, 10), "Layer: " + roomInfo.Layer.ToString()); //绘制门 foreach (var roomDoor in roomInfo.Doors) { var originPos = roomDoor.OriginPosition * cellSize; switch (roomDoor.Direction) { case DoorDirection.E: DrawLine(originPos, originPos + new Vector2(3, 0) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos + new Vector2(3, 4) * cellSize, Colors.Yellow); break; case DoorDirection.W: DrawLine(originPos, originPos - new Vector2(3, 0) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos - new Vector2(3, -4) * cellSize, Colors.Yellow); break; case DoorDirection.S: DrawLine(originPos, originPos + new Vector2(0, 3) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos + new Vector2(4, 3) * cellSize, Colors.Yellow); break; case DoorDirection.N: DrawLine(originPos, originPos - new Vector2(0, 3) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos - new Vector2(-4, 3) * cellSize, Colors.Yellow); break; } //绘制房间区域 DrawRect(new Rect2(roomInfo.Position * cellSize, roomInfo.Size * cellSize), Colors.Blue, false); if (roomDoor.HasCross && roomDoor.RoomInfo.Id < roomDoor.ConnectRoom.Id) { DrawRect(new Rect2(roomDoor.Cross * cellSize, new Vector2(cellSize * 4, cellSize * 4)), Colors.Yellow, false); } } } /// <summary> /// 将房间类型枚举转为字符串 /// </summary> public static string DungeonRoomTypeToString(DungeonRoomType roomType) { switch (roomType) { case DungeonRoomType.Battle: return "battle"; case DungeonRoomType.Inlet: return "inlet"; case DungeonRoomType.Outlet: return "outlet"; case DungeonRoomType.Boss: return "boss"; case DungeonRoomType.Reward: return "reward"; case DungeonRoomType.Shop: return "shop"; case DungeonRoomType.Event: return "event"; } return "battle"; } /// <summary> /// 将房间类型枚举转为描述字符串 /// </summary> public static string DungeonRoomTypeToDescribeString(DungeonRoomType roomType) { switch (roomType) { case DungeonRoomType.Battle: return "战斗房间"; case DungeonRoomType.Inlet: return "起始房间"; case DungeonRoomType.Outlet: return "结束房间"; case DungeonRoomType.Boss: return "Boss房间"; case DungeonRoomType.Reward: return "奖励房间"; case DungeonRoomType.Shop: return "商店房间"; case DungeonRoomType.Event: return "事件房间"; } return "战斗房间"; } /// <summary> /// 检测地牢是否可以执行生成 /// </summary> /// <param name="groupName">组名称</param> public static DungeonCheckState CheckDungeon(string groupName) { if (GameApplication.Instance.RoomConfig.TryGetValue(groupName, out var group)) { //验证该组是否满足生成地牢的条件 if (group.InletList.Count == 0) { return new DungeonCheckState(true, "当没有可用的起始房间!"); } else if (group.OutletList.Count == 0) { return new DungeonCheckState(true, "没有可用的结束房间!"); } else if (group.BattleList.Count == 0) { return new DungeonCheckState(true, "没有可用的战斗房间!"); } return new DungeonCheckState(false, null); } return new DungeonCheckState(true, "未找到地牢组"); } }