-
- using System.Text.Json;
- using System.Text.Json.Serialization;
- using FileAccess = Godot.FileAccess;
-
- /// <summary>
- /// 房间配置文件相关信息, 将会在 RoomConfig.json 中汇总
- /// </summary>
- public class DungeonRoomSplit
- {
- /// <summary>
- /// 房间场景路径
- /// </summary>
- [JsonInclude]
- public string ScenePath;
-
- /// <summary>
- /// 房间配置路径
- /// </summary>
- [JsonInclude]
- public string ConfigPath;
-
- /// <summary>
- /// 房间配置数据, 第一次获取会要在资源中加载数据
- /// </summary>
- [JsonIgnore]
- public DungeonRoomInfo RoomInfo
- {
- get
- {
- if (_roomInfo == null)
- {
- var file = FileAccess.Open(ConfigPath, FileAccess.ModeFlags.Read);
- var asText = file.GetAsText();
- _roomInfo = JsonSerializer.Deserialize<DungeonRoomInfo>(asText);
- file.Dispose();
-
- //需要处理 DoorAreaInfos 长度为 0 的房间, 并为其配置默认值
- var areaInfos = _roomInfo.DoorAreaInfos;
- if (areaInfos.Count == 0)
- {
- areaInfos.Add(new DoorAreaInfo(DoorDirection.N, GameConfig.TileCellSize, (_roomInfo.Size.X - 1) * GameConfig.TileCellSize));
- areaInfos.Add(new DoorAreaInfo(DoorDirection.S, GameConfig.TileCellSize, (_roomInfo.Size.X - 1) * GameConfig.TileCellSize));
- areaInfos.Add(new DoorAreaInfo(DoorDirection.W, GameConfig.TileCellSize, (_roomInfo.Size.Y - 1) * GameConfig.TileCellSize));
- areaInfos.Add(new DoorAreaInfo(DoorDirection.E, GameConfig.TileCellSize, (_roomInfo.Size.Y - 1) * GameConfig.TileCellSize));
- }
- }
-
- return _roomInfo;
- }
- }
-
- private DungeonRoomInfo _roomInfo;
- }