using Godot; using static TerrainPeering; namespace UI.MapEditorMapTile; /// <summary> /// 地形选项, Data 为 TileSetTerrainInfo 的 index /// </summary> public class TerrainCell : UiCell<MapEditorMapTile.TerrainItem, int> { /// <summary> /// 选中的地形配置数据 /// </summary> public TileSetTerrainInfo TileSetTerrainInfo; private Image _image; private ImageTexture _texture; public override void OnInit() { _texture = new ImageTexture(); CellNode.L_TerrainPreview.Instance.Texture = _texture; CellNode.L_Select.Instance.Visible = false; CellNode.L_ErrorIcon.Instance.Visible = false; } public override void OnSetData(int data) { TileSetTerrainInfo = CellNode.UiPanel.TileSetSourceInfo.Terrain[data]; //是否可以使用 if (!TileSetTerrainInfo.Ready) { CellNode.L_ErrorIcon.Instance.Visible = true; CellNode.Instance.TooltipText = "该地形Bit配置未完成,请在TileSet编辑器中配置!"; } else { CellNode.L_ErrorIcon.Instance.Visible = false; CellNode.Instance.TooltipText = ""; } if (_image != null) { _image.Dispose(); } //创建预览图 _image = Image.Create( 3 * GameConfig.TileCellSize, 3 * GameConfig.TileCellSize, false, Image.Format.Rgba8 ); if (TileSetTerrainInfo.TerrainType == 0) //3x3 { CellNode.L_TerrainName.Instance.Text = TileSetTerrainInfo.Name + "\n3x3"; var src = CellNode.UiPanel.TileSetSourceInfo.GetSourceImage(); SetImageSrc(src, Center | Right | Bottom | RightBottom, new Vector2I(0, 0)); SetImageSrc(src, Center | Left | Right | Bottom | LeftBottom | RightBottom, new Vector2I(GameConfig.TileCellSize, 0)); SetImageSrc(src, Center | Left | Bottom | LeftBottom, new Vector2I(GameConfig.TileCellSize * 2, 0)); SetImageSrc(src, Center | Right | Top | Bottom | RightTop | RightBottom, new Vector2I(0, GameConfig.TileCellSize)); SetImageSrc(src, Center | Left | Right | Bottom | Top | LeftTop | LeftBottom | RightTop | RightBottom, new Vector2I(GameConfig.TileCellSize, GameConfig.TileCellSize)); SetImageSrc(src, Center | Left | Top | Bottom | LeftTop | LeftBottom, new Vector2I(GameConfig.TileCellSize * 2, GameConfig.TileCellSize)); SetImageSrc(src, Center | Right | Top | RightTop, new Vector2I(0, GameConfig.TileCellSize * 2)); SetImageSrc(src, Center | Left | Top | Right | LeftTop | RightTop, new Vector2I(GameConfig.TileCellSize, GameConfig.TileCellSize * 2)); SetImageSrc(src, Center | Left | Top | LeftTop, new Vector2I(GameConfig.TileCellSize * 2, GameConfig.TileCellSize * 2)); } else //2x2 { CellNode.L_TerrainName.Instance.Text = TileSetTerrainInfo.Name + "\n2x2"; var src = CellNode.UiPanel.TileSetSourceInfo.GetSourceImage(); SetImageSrc(src, Center | RightBottom, new Vector2I(0, 0)); SetImageSrc(src, Center | LeftBottom | RightBottom, new Vector2I(GameConfig.TileCellSize, 0)); SetImageSrc(src, Center | LeftBottom, new Vector2I(GameConfig.TileCellSize * 2, 0)); SetImageSrc(src, Center | RightTop | RightBottom, new Vector2I(0, GameConfig.TileCellSize)); SetImageSrc(src, Center | LeftTop | LeftBottom | RightTop | RightBottom, new Vector2I(GameConfig.TileCellSize, GameConfig.TileCellSize)); SetImageSrc(src, Center | LeftTop | LeftBottom, new Vector2I(GameConfig.TileCellSize * 2, GameConfig.TileCellSize)); SetImageSrc(src, Center | RightTop, new Vector2I(0, GameConfig.TileCellSize * 2)); SetImageSrc(src, Center | LeftTop | RightTop, new Vector2I(GameConfig.TileCellSize, GameConfig.TileCellSize * 2)); SetImageSrc(src, Center | LeftTop, new Vector2I(GameConfig.TileCellSize * 2, GameConfig.TileCellSize * 2)); } _texture.SetImage(_image); } private void SetImageSrc(Image src, uint bit, Vector2I dst) { if (TileSetTerrainInfo.T.TryGetValue(bit, out var temp)) { var pos = TileSetTerrainInfo.GetPosition(temp); _image.BlitRect(src, new Rect2I(pos * GameConfig.TileCellSize, GameConfig.TileCellSizeVector2I), dst); } } public override void OnDestroy() { if (_texture != null) { _texture.Dispose(); _texture = null; } if (_image != null) { _image.Dispose(); _image = null; } } public override void OnSelect() { CellNode.L_Select.Instance.Visible = true; } public override void OnUnSelect() { CellNode.L_Select.Instance.Visible = false; } }