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DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
@小李xl 小李xl on 6 Jan 2024 7 KB 保存TileSet数据,开发中
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text.Json;
  7. using Config;
  8. using Godot;
  9. using UI.BottomTips;
  10.  
  11. public partial class GameApplication : Node2D, ICoroutine
  12. {
  13. public static GameApplication Instance { get; private set; }
  14. /// <summary>
  15. /// 游戏渲染视口
  16. /// </summary>
  17. [Export] public SubViewport SubViewport;
  18.  
  19. /// <summary>
  20. /// SubViewportContainer 组件
  21. /// </summary>
  22. [Export] public SubViewportContainer SubViewportContainer;
  23.  
  24. /// <summary>
  25. /// 场景根节点
  26. /// </summary>
  27. [Export] public Node2D SceneRoot;
  28. /// <summary>
  29. /// 全局根节点
  30. /// </summary>
  31. [Export] public Node2D GlobalNodeRoot;
  32. /// <summary>
  33. /// 游戏目标帧率
  34. /// </summary>
  35. public int TargetFps { get; private set; }
  36. /// <summary>
  37. /// 鼠标指针
  38. /// </summary>
  39. public Cursor Cursor { get; private set; }
  40.  
  41. /// <summary>
  42. /// 游戏世界
  43. /// </summary>
  44. public World World { get; private set; }
  45.  
  46. /// <summary>
  47. /// 地牢管理器
  48. /// </summary>
  49. public DungeonManager DungeonManager { get; private set; }
  50. /// <summary>
  51. /// 房间配置
  52. /// </summary>
  53. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  54. // /// <summary>
  55. // /// 房间配置数据, key: 模板房间资源路径
  56. // /// </summary>
  57. // public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  58.  
  59. /// <summary>
  60. /// 游戏视图大小
  61. /// </summary>
  62. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  63. /// <summary>
  64. /// 像素缩放
  65. /// </summary>
  66. public int PixelScale { get; private set; } = 4;
  67. /// <summary>
  68. /// 地牢配置信息
  69. /// </summary>
  70. public DungeonConfig DungeonConfig { get; private set; }
  71.  
  72. //开启的协程
  73. private List<CoroutineData> _coroutineList;
  74. public GameApplication()
  75. {
  76. Instance = this;
  77. TargetFps = (int)DisplayServer.ScreenGetRefreshRate();
  78. Utils.InitRandom();
  79.  
  80. //初始化配置表
  81. ExcelConfig.Init();
  82. //初始化房间配置数据
  83. InitRoomConfig();
  84. //初始化武器数据
  85. Weapon.InitWeaponAttribute();
  86. //初始化敌人数据
  87. Enemy.InitEnemyAttribute();
  88. DungeonConfig = new DungeonConfig();
  89. DungeonConfig.GroupName = "TestGroup2";
  90. DungeonConfig.RoomCount = 20;
  91. }
  92. public override void _EnterTree()
  93. {
  94. //背景颜色
  95. RenderingServer.SetDefaultClearColor(new Color(0, 0, 0, 1));
  96. //随机化种子
  97. //GD.Randomize();
  98. //固定帧率
  99. Engine.MaxFps = TargetFps;
  100. //调试绘制开关
  101. ActivityObject.IsDebug = false;
  102. //Engine.TimeScale = 0.2f;
  103. //调整窗口分辨率
  104. OnWindowSizeChanged();
  105. //窗体大小改变
  106. GetWindow().SizeChanged += OnWindowSizeChanged;
  107.  
  108. ImageCanvas.Init(GetTree().CurrentScene);
  109. //初始化ui
  110. UiManager.Init();
  111. //调试Ui
  112. UiManager.Open_Debugger();
  113. // 初始化鼠标
  114. InitCursor();
  115. //地牢管理器
  116. DungeonManager = new DungeonManager();
  117. DungeonManager.Name = "DungeonManager";
  118. SceneRoot.AddChild(DungeonManager);
  119.  
  120. MapProjectManager.Init();
  121. EditorTileSetManager.Init();
  122. BottomTipsPanel.Init();
  123. //打开主菜单Ui
  124. UiManager.Open_Main();
  125. //UiManager.Open_MapEditorProject();
  126. }
  127.  
  128. public override void _Process(double delta)
  129. {
  130. var newDelta = (float)delta;
  131. InputManager.Update(newDelta);
  132. SoundManager.Update(newDelta);
  133. //协程更新
  134. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  135. }
  136.  
  137. /// <summary>
  138. /// 创建新的 World 对象, 相当于清理房间
  139. /// </summary>
  140. public World CreateNewWorld()
  141. {
  142. if (World != null)
  143. {
  144. ClearWorld();
  145. World.QueueFree();
  146. }
  147. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  148. SceneRoot.AddChild(World);
  149. return World;
  150. }
  151.  
  152. /// <summary>
  153. /// 销毁 World 对象, 相当于清理房间
  154. /// </summary>
  155. public void DestroyWorld()
  156. {
  157. //销毁所有物体
  158. if (World != null)
  159. {
  160. ClearWorld();
  161. World.QueueFree();
  162. }
  163. //销毁池中所有物体
  164. ObjectPool.DisposeAllItem();
  165.  
  166. World = null;
  167. }
  168. /// <summary>
  169. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  170. /// </summary>
  171. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  172. {
  173. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition - GameCamera.Main.PixelOffset;
  174. }
  175.  
  176. /// <summary>
  177. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  178. /// </summary>
  179. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  180. {
  181. return (viewPos + GameCamera.Main.PixelOffset - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  182. }
  183. public long StartCoroutine(IEnumerator able)
  184. {
  185. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  186. }
  187. public void StopCoroutine(long coroutineId)
  188. {
  189. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  190. }
  191.  
  192. public bool IsCoroutineOver(long coroutineId)
  193. {
  194. return ProxyCoroutineHandler.ProxyIsCoroutineOver(ref _coroutineList, coroutineId);
  195. }
  196.  
  197. public void StopAllCoroutine()
  198. {
  199. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  200. }
  201.  
  202. public void SetRoomConfig(Dictionary<string,DungeonRoomGroup> roomConfig)
  203. {
  204. RoomConfig = roomConfig;
  205. InitReadyRoom();
  206. }
  207.  
  208. //初始化房间配置
  209. private void InitRoomConfig()
  210. {
  211. //加载房间配置信息
  212. var asText = ResourceManager.LoadText("res://" + GameConfig.RoomTileDir + GameConfig.RoomGroupConfigFile);
  213. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  214.  
  215. InitReadyRoom();
  216. }
  217. //初始化房间数据
  218. private void InitReadyRoom()
  219. {
  220. foreach (var dungeonRoomGroup in RoomConfig)
  221. {
  222. RemoveUnreadyRooms(dungeonRoomGroup.Value.BattleList);
  223. RemoveUnreadyRooms(dungeonRoomGroup.Value.InletList);
  224. RemoveUnreadyRooms(dungeonRoomGroup.Value.OutletList);
  225. RemoveUnreadyRooms(dungeonRoomGroup.Value.BossList);
  226. RemoveUnreadyRooms(dungeonRoomGroup.Value.ShopList);
  227. RemoveUnreadyRooms(dungeonRoomGroup.Value.RewardList);
  228. RemoveUnreadyRooms(dungeonRoomGroup.Value.EventList);
  229. }
  230. }
  231. //移除未准备好的房间
  232. private void RemoveUnreadyRooms(List<DungeonRoomSplit> roomInfos)
  233. {
  234. for (var i = 0; i < roomInfos.Count; i++)
  235. {
  236. if (roomInfos[i].ErrorType != RoomErrorType.None) //存在错误
  237. {
  238. roomInfos.RemoveAt(i);
  239. i--;
  240. }
  241. }
  242. }
  243.  
  244. //窗体大小改变
  245. private void OnWindowSizeChanged()
  246. {
  247. var size = GetWindow().Size;
  248. ViewportSize = size / PixelScale;
  249. RefreshSubViewportSize();
  250. }
  251. //刷新视窗大小
  252. private void RefreshSubViewportSize()
  253. {
  254. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  255. s.X = s.X / 2 * 2 + 2;
  256. s.Y = s.Y / 2 * 2 + 2;
  257. SubViewport.Size = s;
  258. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  259. SubViewportContainer.Size = s;
  260. SubViewportContainer.Position = new Vector2(-PixelScale, -PixelScale);
  261. }
  262.  
  263. //初始化鼠标
  264. private void InitCursor()
  265. {
  266. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  267. var cursorLayer = new CanvasLayer();
  268. cursorLayer.Name = "CursorLayer";
  269. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  270. AddChild(cursorLayer);
  271. cursorLayer.AddChild(Cursor);
  272. }
  273.  
  274. //清理世界
  275. private void ClearWorld()
  276. {
  277. var childCount = World.NormalLayer.GetChildCount();
  278. for (var i = 0; i < childCount; i++)
  279. {
  280. var c = World.NormalLayer.GetChild(i);
  281. if (c is IDestroy destroy)
  282. {
  283. destroy.Destroy();
  284. }
  285. }
  286. childCount = World.YSortLayer.GetChildCount();
  287. for (var i = 0; i < childCount; i++)
  288. {
  289. var c = World.YSortLayer.GetChild(i);
  290. if (c is IDestroy destroy)
  291. {
  292. destroy.Destroy();
  293. }
  294. }
  295. }
  296. }