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DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Text.Json;
  6. using Godot;
  7.  
  8. public partial class GameApplication : Node2D
  9. {
  10. public static GameApplication Instance { get; private set; }
  11. /// <summary>
  12. /// 游戏渲染视口
  13. /// </summary>
  14. [Export] public SubViewport SubViewport;
  15.  
  16. /// <summary>
  17. /// SubViewportContainer 组件
  18. /// </summary>
  19. [Export] public SubViewportContainer SubViewportContainer;
  20.  
  21. /// <summary>
  22. /// 场景根节点
  23. /// </summary>
  24. [Export] public Node2D SceneRoot;
  25. /// <summary>
  26. /// 全局根节点
  27. /// </summary>
  28. [Export] public Node2D GlobalNodeRoot;
  29.  
  30. /// <summary>
  31. /// 是否开启调试
  32. /// </summary>
  33. [ExportGroup("Debug")]
  34. [Export] public bool Debug = false;
  35.  
  36. /// <summary>
  37. /// 测试用, 指定生成的房间
  38. /// </summary>
  39. [Export]
  40. public PackedScene[] DesignatedRoom;
  41.  
  42. /// <summary>
  43. /// 鼠标指针
  44. /// </summary>
  45. public Cursor Cursor { get; private set; }
  46. /// <summary>
  47. /// 游戏世界
  48. /// </summary>
  49. public World World { get; private set; }
  50.  
  51. /// <summary>
  52. /// 地牢管理器
  53. /// </summary>
  54. public DungeonManager DungeonManager { get; private set; }
  55. /// <summary>
  56. /// 房间配置
  57. /// </summary>
  58. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  59. /// <summary>
  60. /// 房间配置数据, key: 模板房间资源路径
  61. /// </summary>
  62. public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  63.  
  64. /// <summary>
  65. /// 游戏视图大小
  66. /// </summary>
  67. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  68. /// <summary>
  69. /// 像素缩放
  70. /// </summary>
  71. public int PixelScale { get; private set; } = 4;
  72.  
  73. //开启的协程
  74. private List<CoroutineData> _coroutineList;
  75. public GameApplication()
  76. {
  77. Instance = this;
  78. InitRoomConfig();
  79.  
  80. //初始化 ActivityObject
  81. ActivityObject.InitActivity();
  82. }
  83. public override void _EnterTree()
  84. {
  85. //随机化种子
  86. //GD.Randomize();
  87. //固定帧率
  88. Engine.MaxFps = 60;
  89. //调试绘制开关
  90. ActivityObject.IsDebug = Debug;
  91. //Engine.TimeScale = 0.2f;
  92.  
  93. //窗体大小改变
  94. GetWindow().SizeChanged += OnWindowSizeChanged;
  95. RefreshSubViewportSize();
  96.  
  97. #if TOOLS
  98. InitDesignatedRoom();
  99. #endif
  100. //初始化ui
  101. UiManager.Init();
  102. // 初始化鼠标
  103. InitCursor();
  104. //地牢管理器
  105. DungeonManager = new DungeonManager();
  106. DungeonManager.Name = "DungeonManager";
  107. SceneRoot.AddChild(DungeonManager);
  108. //打开主菜单Ui
  109. UiManager.Open_Main();
  110. }
  111.  
  112. public override void _Process(double delta)
  113. {
  114. var newDelta = (float)delta;
  115. InputManager.Update(newDelta);
  116. //协程更新
  117. if (_coroutineList != null)
  118. {
  119. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  120. }
  121. }
  122.  
  123. /// <summary>
  124. /// 创建新的 World 对象, 相当于清理房间
  125. /// </summary>
  126. public World CreateNewWorld()
  127. {
  128. if (World != null)
  129. {
  130. World.QueueFree();
  131. }
  132. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  133. SceneRoot.AddChild(World);
  134. return World;
  135. }
  136.  
  137. /// <summary>
  138. /// 销毁 World 对象, 相当于清理房间
  139. /// </summary>
  140. public void DestroyWorld()
  141. {
  142. if (World != null)
  143. {
  144. World.QueueFree();
  145. }
  146.  
  147. World = null;
  148. }
  149. /// <summary>
  150. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  151. /// </summary>
  152. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  153. {
  154. //return globalPos;
  155. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  156. }
  157.  
  158. /// <summary>
  159. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  160. /// </summary>
  161. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  162. {
  163. // 3.5写法
  164. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  165. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  166. }
  167. /// <summary>
  168. /// 开启一个协程, 返回协程 id, 协程是在普通帧执行的, 支持: 协程嵌套, WaitForSeconds, WaitForFixedProcess, Task, SignalAwaiter
  169. /// </summary>
  170. public long StartCoroutine(IEnumerator able)
  171. {
  172. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  173. }
  174.  
  175. /// <summary>
  176. /// 根据协程 id 停止协程
  177. /// </summary>
  178. public void StopCoroutine(long coroutineId)
  179. {
  180. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  181. }
  182. /// <summary>
  183. /// 停止所有协程
  184. /// </summary>
  185. public void StopAllCoroutine()
  186. {
  187. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  188. }
  189.  
  190. //初始化房间配置
  191. private void InitRoomConfig()
  192. {
  193. //加载房间配置信息
  194. var file = FileAccess.Open(ResourcePath.resource_map_RoomConfig_json, FileAccess.ModeFlags.Read);
  195. var asText = file.GetAsText();
  196. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  197. file.Dispose();
  198.  
  199. //初始化RoomConfigMap
  200. RoomConfigMap = new Dictionary<string, DungeonRoomSplit>();
  201. foreach (var dungeonRoomGroup in RoomConfig)
  202. {
  203. foreach (var dungeonRoomType in Enum.GetValues<DungeonRoomType>())
  204. {
  205. foreach (var dungeonRoomSplit in dungeonRoomGroup.Value.GetRoomList(dungeonRoomType))
  206. {
  207. RoomConfigMap.Add(dungeonRoomSplit.ScenePath, dungeonRoomSplit);
  208. }
  209. }
  210. }
  211. }
  212.  
  213. //窗体大小改变
  214. private void OnWindowSizeChanged()
  215. {
  216. var size = GetWindow().Size;
  217. ViewportSize = size / PixelScale;
  218. RefreshSubViewportSize();
  219. }
  220. //刷新视窗大小
  221. private void RefreshSubViewportSize()
  222. {
  223. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  224. s.X = s.X / 2 * 2;
  225. s.Y = s.Y / 2 * 2;
  226. SubViewport.Size = s;
  227. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  228. SubViewportContainer.Size = s;
  229. }
  230.  
  231. //初始化鼠标
  232. private void InitCursor()
  233. {
  234. Input.MouseMode = Input.MouseModeEnum.Hidden;
  235. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  236. var cursorLayer = new CanvasLayer();
  237. cursorLayer.Name = "CursorLayer";
  238. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  239. AddChild(cursorLayer);
  240. cursorLayer.AddChild(Cursor);
  241. }
  242.  
  243. #if TOOLS
  244. //调试模式下, 指定生成哪些房间
  245. private void InitDesignatedRoom()
  246. {
  247. if (DesignatedRoom != null && DesignatedRoom.Length > 0)
  248. {
  249. var list = new List<DungeonRoomSplit>();
  250. foreach (var packedScene in DesignatedRoom)
  251. {
  252. if (RoomConfigMap.TryGetValue(packedScene.ResourcePath, out var dungeonRoomSplit))
  253. {
  254. list.Add(dungeonRoomSplit);
  255. }
  256. }
  257. DungeonGenerator.SetDesignatedRoom(list);
  258. }
  259. }
  260. #endif
  261.  
  262. }