using System; using System.Collections.Generic; using Godot; /// <summary> /// 房间管理器 /// </summary> public partial class RoomManager : Node2D { /// <summary> /// //对象根节点 /// </summary> [Export] public Node2D NormalLayer; /// <summary> /// 对象根节点, 带y轴排序功能 /// </summary> [Export] public Node2D YSortLayer; /// <summary> /// 地图根节点 /// </summary> [Export] public TileMap TileRoot; /// <summary> /// 玩家对象 /// </summary> public Player Player { get; private set; } private DungeonTile _dungeonTile; private AutoTileConfig _autoTileConfig; private Font _font; private GenerateDungeon _generateDungeon; //房间内所有静态导航网格数据 private static List<NavigationPolygonData> _roomStaticNavigationList = new List<NavigationPolygonData>(); public override void _EnterTree() { //创建玩家 Player = ActivityObject.Create<Player>(ActivityIdPrefix.Role + "0001"); Player.Position = new Vector2(30, 30); Player.Name = "Player"; Player.PutDown(RoomLayerEnum.YSortLayer); } public override void _Ready() { TileRoot.YSortEnabled = false; //FloorTileMap.NavigationVisibilityMode = TileMap.VisibilityMode.ForceShow; _font = ResourceManager.Load<Font>(ResourcePath.resource_font_cn_font_36_tres); var nowTicks = DateTime.Now.Ticks; //生成地牢房间 _generateDungeon = new GenerateDungeon(); _generateDungeon.Generate(); //填充地牢 _autoTileConfig = new AutoTileConfig(); _dungeonTile = new DungeonTile(TileRoot); _dungeonTile.AutoFillRoomTile(_autoTileConfig, _generateDungeon.StartRoom); //生成寻路网格, 这一步操作只生成过道的导航 _dungeonTile.GenerateNavigationPolygon(DungeonTile.AisleFloorMapLayer); //挂载过道导航区域 _dungeonTile.MountNavigationPolygon(this); _roomStaticNavigationList.AddRange(_dungeonTile.GetPolygonData()); _roomStaticNavigationList.AddRange(_dungeonTile.GetConnectDoorPolygonData()); //挂载所有房间的导航区域 _generateDungeon.EachRoom(MountNavFromRoomInfo); GD.Print("生成地牢用时: " + (DateTime.Now.Ticks - nowTicks) / 10000 + "毫秒"); //播放bgm SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f); Player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001")); // Player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002")); Player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0004")); Player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003")); var enemy1 = ActivityObject.Create<Enemy>(ActivityIdPrefix.Enemy + "0001"); enemy1.PutDown(new Vector2(160, 160), RoomLayerEnum.YSortLayer); enemy1.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001")); // for (int i = 0; i < 10; i++) // { // var enemyTemp = ActivityObject.Create<Enemy>(ActivityIdPrefix.Enemy + "0001"); // enemyTemp.PutDown(new Vector2(30 + (i + 1) * 20, 30), RoomLayerEnum.YSortLayer); // // enemyTemp.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003")); // // enemyTemp.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001")); // } // var enemy2 = ActivityObject.Create<Enemy>(ActivityIdPrefix.Enemy + "0001"); // enemy2.Name = "Enemy2"; // enemy2.PutDown(new Vector2(120, 100)); // enemy2.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002")); // //enemy2.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0004")); // //enemy2.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003")); // // var enemy3 = ActivityObject.Create<Enemy>(ActivityIdPrefix.Enemy + "0001"); // enemy3.Name = "Enemy3"; // enemy3.PutDown(new Vector2(100, 120)); // enemy3.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003")); // enemy3.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002")); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0004").PutDown(new Vector2(80, 100), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001").PutDown(new Vector2(220, 120), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001").PutDown(new Vector2(230, 120), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001").PutDown(new Vector2(80, 80), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002").PutDown(new Vector2(80, 120), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003").PutDown(new Vector2(120, 80), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003").PutDown(new Vector2(130, 80), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003").PutDown(new Vector2(140, 80), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003").PutDown(new Vector2(180, 80), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0003").PutDown(new Vector2(180, 180), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002").PutDown(new Vector2(180, 120), RoomLayerEnum.NormalLayer); // ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002").PutDown(new Vector2(180, 130), RoomLayerEnum.NormalLayer); } /// <summary> /// 获取指定层级根节点 /// </summary> /// <param name="layerEnum"></param> /// <returns></returns> public Node2D GetRoomLayer(RoomLayerEnum layerEnum) { switch (layerEnum) { case RoomLayerEnum.NormalLayer: return NormalLayer; case RoomLayerEnum.YSortLayer: return YSortLayer; } return null; } public override void _Process(double delta) { Enemy.UpdateEnemiesView(); if (GameApplication.Instance.Debug) { QueueRedraw(); } } public override void _Draw() { if (GameApplication.Instance.Debug) { if (_dungeonTile != null) { // DrawLine(new Vector2(0, -5000), new Vector2(0, 5000), Colors.Green); // DrawLine(new Vector2(-5000, 0), new Vector2(5000, 0), Colors.Green); //绘制ai寻路区域 Utils.DrawNavigationPolygon(this, _roomStaticNavigationList.ToArray()); } //绘制房间区域 //DrawRoomInfo(_generateDungeon.StartRoom); } } private void MountNavFromRoomInfo(RoomInfo roomInfo) { var polygonArray = roomInfo.RoomSplit.RoomInfo.NavigationList.ToArray(); var polygon = new NavigationPolygon(); for (var i = 0; i < polygonArray.Length; i++) { var navigationPolygonData = polygonArray[i]; var polygonPointArray = navigationPolygonData.ConvertPointsToVector2Array(); //这里的位置需要加上房间位置 for (var j = 0; j < polygonPointArray.Length; j++) { polygonPointArray[j] = polygonPointArray[j] + (roomInfo.Position + Vector2I.One) * GenerateDungeon.TileCellSize; } polygon.AddOutline(polygonPointArray); var points = new List<SerializeVector2>(); for (var j = 0; j < polygonPointArray.Length; j++) { points.Add(new SerializeVector2(polygonPointArray[j])); } //存入汇总列表 _roomStaticNavigationList.Add(new NavigationPolygonData(navigationPolygonData.Type, points)); } polygon.MakePolygonsFromOutlines(); var navigationPolygon = new NavigationRegion2D(); navigationPolygon.Name = "NavigationRegion" + (GetChildCount() + 1); navigationPolygon.NavigationPolygon = polygon; AddChild(navigationPolygon); } //绘制房间区域, debug 用 private void DrawRoomInfo(RoomInfo room) { var cellSize = TileRoot.CellQuadrantSize; var pos1 = (room.Position + room.Size / 2) * cellSize; //绘制下一个房间 foreach (var nextRoom in room.Next) { var pos2 = (nextRoom.Position + nextRoom.Size / 2) * cellSize; DrawLine(pos1, pos2, Colors.Red); DrawRoomInfo(nextRoom); } DrawString(_font, pos1, room.Id.ToString()); //绘制门 foreach (var roomDoor in room.Doors) { var originPos = roomDoor.OriginPosition * cellSize; switch (roomDoor.Direction) { case DoorDirection.E: DrawLine(originPos, originPos + new Vector2(3, 0) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos + new Vector2(3, 4) * cellSize, Colors.Yellow); break; case DoorDirection.W: DrawLine(originPos, originPos - new Vector2(3, 0) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos - new Vector2(3, -4) * cellSize, Colors.Yellow); break; case DoorDirection.S: DrawLine(originPos, originPos + new Vector2(0, 3) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos + new Vector2(4, 3) * cellSize, Colors.Yellow); break; case DoorDirection.N: DrawLine(originPos, originPos - new Vector2(0, 3) * cellSize, Colors.Yellow); DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos - new Vector2(-4, 3) * cellSize, Colors.Yellow); break; } //绘制房间区域 DrawRect(new Rect2(room.Position * cellSize, room.Size * cellSize), Colors.Blue, false); if (roomDoor.HasCross && roomDoor.RoomInfo.Id < roomDoor.ConnectRoom.Id) { DrawRect(new Rect2(roomDoor.Cross * cellSize, new Vector2(cellSize * 4, cellSize * 4)), Colors.Yellow, false); } } } }