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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 Config;
  7. using Godot;
  8.  
  9. public partial class GameApplication : Node2D
  10. {
  11. public static GameApplication Instance { get; private set; }
  12. /// <summary>
  13. /// 游戏渲染视口
  14. /// </summary>
  15. [Export] public SubViewport SubViewport;
  16.  
  17. /// <summary>
  18. /// SubViewportContainer 组件
  19. /// </summary>
  20. [Export] public SubViewportContainer SubViewportContainer;
  21.  
  22. /// <summary>
  23. /// 场景根节点
  24. /// </summary>
  25. [Export] public Node2D SceneRoot;
  26. /// <summary>
  27. /// 全局根节点
  28. /// </summary>
  29. [Export] public Node2D GlobalNodeRoot;
  30.  
  31. /// <summary>
  32. /// 是否开启调试
  33. /// </summary>
  34. [ExportGroup("Debug")]
  35. [Export] public bool Debug = false;
  36.  
  37. /// <summary>
  38. /// 测试用, 指定生成的房间
  39. /// </summary>
  40. [Export]
  41. public PackedScene[] DesignatedRoom;
  42.  
  43. /// <summary>
  44. /// 鼠标指针
  45. /// </summary>
  46. public Cursor Cursor { get; private set; }
  47. /// <summary>
  48. /// 游戏世界
  49. /// </summary>
  50. public World World { get; private set; }
  51.  
  52. /// <summary>
  53. /// 地牢管理器
  54. /// </summary>
  55. public DungeonManager DungeonManager { get; private set; }
  56. /// <summary>
  57. /// 房间配置
  58. /// </summary>
  59. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  60. /// <summary>
  61. /// 房间配置数据, key: 模板房间资源路径
  62. /// </summary>
  63. public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  64.  
  65. /// <summary>
  66. /// 游戏视图大小
  67. /// </summary>
  68. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  69. /// <summary>
  70. /// 像素缩放
  71. /// </summary>
  72. public int PixelScale { get; private set; } = 4;
  73. /// <summary>
  74. /// 地牢配置信息
  75. /// </summary>
  76. public DungeonConfig DungeonConfig { get; private set; }
  77.  
  78. //开启的协程
  79. private List<CoroutineData> _coroutineList;
  80. public GameApplication()
  81. {
  82. Instance = this;
  83. //初始化配置表
  84. ExcelConfig.Init();
  85. //初始化房间配置数据
  86. InitRoomConfig();
  87. //初始化 ActivityObject
  88. ActivityObject.InitActivity();
  89. DungeonConfig = new DungeonConfig();
  90. DungeonConfig.GroupName = "testGroup";
  91. DungeonConfig.RoomCount = 0;
  92. }
  93. public override void _EnterTree()
  94. {
  95. //随机化种子
  96. //GD.Randomize();
  97. //固定帧率
  98. Engine.MaxFps = 60;
  99. //调试绘制开关
  100. ActivityObject.IsDebug = Debug;
  101. //Engine.TimeScale = 0.2f;
  102.  
  103. //窗体大小改变
  104. GetWindow().SizeChanged += OnWindowSizeChanged;
  105. RefreshSubViewportSize();
  106.  
  107. #if TOOLS
  108. InitDesignatedRoom();
  109. #endif
  110. //初始化ui
  111. UiManager.Init();
  112. // 初始化鼠标
  113. InitCursor();
  114. //地牢管理器
  115. DungeonManager = new DungeonManager();
  116. DungeonManager.Name = "DungeonManager";
  117. SceneRoot.AddChild(DungeonManager);
  118. //打开主菜单Ui
  119. UiManager.Open_Main();
  120. }
  121.  
  122. public override void _Process(double delta)
  123. {
  124. var newDelta = (float)delta;
  125. InputManager.Update(newDelta);
  126. //协程更新
  127. if (_coroutineList != null)
  128. {
  129. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  130. }
  131. }
  132.  
  133. /// <summary>
  134. /// 创建新的 World 对象, 相当于清理房间
  135. /// </summary>
  136. public World CreateNewWorld()
  137. {
  138. if (World != null)
  139. {
  140. World.QueueFree();
  141. }
  142. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  143. SceneRoot.AddChild(World);
  144. return World;
  145. }
  146.  
  147. /// <summary>
  148. /// 销毁 World 对象, 相当于清理房间
  149. /// </summary>
  150. public void DestroyWorld()
  151. {
  152. if (World != null)
  153. {
  154. World.QueueFree();
  155. }
  156.  
  157. World = null;
  158. }
  159. /// <summary>
  160. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  161. /// </summary>
  162. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  163. {
  164. //return globalPos;
  165. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  166. }
  167.  
  168. /// <summary>
  169. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  170. /// </summary>
  171. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  172. {
  173. // 3.5写法
  174. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  175. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  176. }
  177. /// <summary>
  178. /// 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
  179. /// </summary>
  180. public long StartCoroutine(IEnumerator able)
  181. {
  182. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  183. }
  184.  
  185. /// <summary>
  186. /// 根据协程 id 停止协程
  187. /// </summary>
  188. public void StopCoroutine(long coroutineId)
  189. {
  190. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  191. }
  192. /// <summary>
  193. /// 停止所有协程
  194. /// </summary>
  195. public void StopAllCoroutine()
  196. {
  197. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  198. }
  199.  
  200. //初始化房间配置
  201. private void InitRoomConfig()
  202. {
  203. //加载房间配置信息
  204. var file = FileAccess.Open(ResourcePath.resource_map_RoomConfig_json, FileAccess.ModeFlags.Read);
  205. var asText = file.GetAsText();
  206. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  207. file.Dispose();
  208.  
  209. //初始化RoomConfigMap
  210. RoomConfigMap = new Dictionary<string, DungeonRoomSplit>();
  211. foreach (var dungeonRoomGroup in RoomConfig)
  212. {
  213. foreach (var dungeonRoomType in Enum.GetValues<DungeonRoomType>())
  214. {
  215. foreach (var dungeonRoomSplit in dungeonRoomGroup.Value.GetRoomList(dungeonRoomType))
  216. {
  217. RoomConfigMap.Add(dungeonRoomSplit.ScenePath, dungeonRoomSplit);
  218. }
  219. }
  220. }
  221. }
  222.  
  223. //窗体大小改变
  224. private void OnWindowSizeChanged()
  225. {
  226. var size = GetWindow().Size;
  227. ViewportSize = size / PixelScale;
  228. RefreshSubViewportSize();
  229. }
  230. //刷新视窗大小
  231. private void RefreshSubViewportSize()
  232. {
  233. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  234. s.X = s.X / 2 * 2;
  235. s.Y = s.Y / 2 * 2;
  236. SubViewport.Size = s;
  237. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  238. SubViewportContainer.Size = s;
  239. }
  240.  
  241. //初始化鼠标
  242. private void InitCursor()
  243. {
  244. Input.MouseMode = Input.MouseModeEnum.Hidden;
  245. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  246. var cursorLayer = new CanvasLayer();
  247. cursorLayer.Name = "CursorLayer";
  248. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  249. AddChild(cursorLayer);
  250. cursorLayer.AddChild(Cursor);
  251. }
  252.  
  253. #if TOOLS
  254. //调试模式下, 指定生成哪些房间
  255. private void InitDesignatedRoom()
  256. {
  257. if (DesignatedRoom != null && DesignatedRoom.Length > 0)
  258. {
  259. var list = new List<DungeonRoomSplit>();
  260. foreach (var packedScene in DesignatedRoom)
  261. {
  262. if (RoomConfigMap.TryGetValue(packedScene.ResourcePath, out var dungeonRoomSplit))
  263. {
  264. list.Add(dungeonRoomSplit);
  265. }
  266. }
  267. DungeonGenerator.SetDesignatedRoom(list);
  268. }
  269. }
  270. #endif
  271.  
  272. }