- using System.Collections.Generic;
- using Godot;
- using UI.TileSetEditorCombination;
-
- /// <summary>
- /// 常用函数工具类
- /// </summary>
- public static class Utils
- {
- /// <summary>
- /// 默认随机数对象
- /// </summary>
- public static SeedRandom Random { get; private set; }
-
- /// <summary>
- /// 初始化随机种子
- /// </summary>
- public static void InitRandom()
- {
- Random = new SeedRandom();
- Debug.Log("随机种子为: ", Random.Seed);
- }
-
- /// <summary>
- /// 根据两个点计算出矩形
- /// </summary>
- public static Rect2 CalcRect(float start1, float end1, float start2, float end2)
- {
- return new Rect2(
- Mathf.Min(start1, start2), Mathf.Min(end1, end2),
- Mathf.Abs(start1 - start2), Mathf.Abs(end1 - end2)
- );
- }
-
- /// <summary>
- /// 根据两个点计算出矩形
- /// </summary>
- public static Rect2I CalcRect(int start1, int end1, int start2, int end2)
- {
- return new Rect2I(
- Mathf.Min(start1, start2), Mathf.Min(end1, end2),
- Mathf.Abs(start1 - start2), Mathf.Abs(end1 - end2)
- );
- }
-
- /// <summary>
- /// 返回碰撞层 mask 是否会检测 layer
- /// </summary>
- public static bool CollisionMaskWithLayer(uint mask, uint layer)
- {
- return (mask & layer) != 0;
- }
-
- /// <summary>
- /// 使用定的 canvasItem 绘制导航区域, 注意, 该函数只能在 draw 函数中调用
- /// </summary>
- public static void DrawNavigationPolygon(CanvasItem canvasItem, NavigationPolygonData[] polygonData, float width = 1)
- {
- for (var i = 0; i < polygonData.Length; i++)
- {
- var item = polygonData[i];
- var points = item.GetPoints();
- if (points.Length>= 2)
- {
- var array = new Vector2[points.Length + 1];
- for (var j = 0; j < points.Length; j++)
- {
- array[j] = points[j];
- }
-
- array[array.Length - 1] = points[0];
- if (item.Type == NavigationPolygonType.In)
- {
- canvasItem.DrawPolyline(array, Colors.Orange, width);
- }
- else
- {
- canvasItem.DrawPolyline(array, Colors.Orange, width);
- }
- }
- }
- }
-
- /// <summary>
- /// 将一个任意角度转为0到360度
- /// </summary>
- public static float ConvertAngle(float angle)
- {
- angle %= 360; // 取余
-
- if (angle < 0) // 如果角度为负数,转为正数
- {
- angle += 360;
- }
-
- return angle;
- }
-
- /// <summary>
- /// 根据步长吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static float Adsorption(this float value, float step)
- {
- var f = Mathf.Round(value / step);
- return f * step;
- }
-
- /// <summary>
- /// 根据步长吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static int Adsorption(this float value, int step)
- {
- var f = Mathf.RoundToInt(value / step);
- return f * step;
- }
-
- /// <summary>
- /// 根据步长吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static Vector2 Adsorption(this Vector2 value, Vector2 step)
- {
- var x = Mathf.Round(value.X / step.X);
- var y = Mathf.Round(value.Y / step.Y);
- return new Vector2(x * step.X, y * step.Y);
- }
-
- /// <summary>
- /// 根据步长吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static Vector2I Adsorption(this Vector2 value, Vector2I step)
- {
- var x = Mathf.RoundToInt(value.X / step.X);
- var y = Mathf.RoundToInt(value.Y / step.Y);
- return new Vector2I(x * step.X, y * step.Y);
- }
-
- /// <summary>
- /// 根据步长按照 Floor() 函数吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static float FloorAdsorption(this float value, float step)
- {
- var f = Mathf.Floor(value / step);
- return f * step;
- }
-
- /// <summary>
- /// 根据步长按照 Floor() 函数吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static int FloorAdsorption(this float value, int step)
- {
- var f = Mathf.FloorToInt(value / step);
- return f * step;
- }
-
- /// <summary>
- /// 根据步长按照 Floor() 函数吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static Vector2 FloorAdsorption(this Vector2 value, Vector2 step)
- {
- var x = Mathf.Floor(value.X / step.X);
- var y = Mathf.Floor(value.Y / step.Y);
- return new Vector2(x * step.X, y * step.Y);
- }
-
- /// <summary>
- /// 根据步长按照 Floor() 函数吸附值
- /// </summary>
- /// <param name="value">原数值</param>
- /// <param name="step">吸附步长</param>
- public static Vector2I FloorAdsorption(this Vector2 value, Vector2I step)
- {
- var x = Mathf.FloorToInt(value.X / step.X);
- var y = Mathf.FloorToInt(value.Y / step.Y);
- return new Vector2I(x * step.X, y * step.Y);
- }
-
- /// <summary>
- /// 字符串首字母小写
- /// </summary>
- public static string FirstToLower(this string str)
- {
- return str.Substring(0, 1).ToLower() + str.Substring(1);
- }
-
- /// <summary>
- /// 字符串首字母大写
- /// </summary>
- public static string FirstToUpper(this string str)
- {
- return str.Substring(0, 1).ToUpper() + str.Substring(1);
- }
-
- /// <summary>
- /// 将 Vector2 类型转为 Vector2I 类型
- /// </summary>
- public static Vector2I AsVector2I(this Vector2 vector2)
- {
- return new Vector2I((int)vector2.X, (int)vector2.Y);
- }
-
- /// <summary>
- /// 返回指定坐标是否在UI节范围点内
- /// </summary>
- public static bool IsPositionOver(this Control control, Vector2 position)
- {
- var globalPosition = control.GlobalPosition;
- var size = control.Size * control.Scale;
- return position.X >= globalPosition.X && position.X <= (globalPosition.X + size.X) &&
- position.Y >= globalPosition.Y && position.Y <= (globalPosition.Y + size.Y);
- }
-
- /// <summary>
- /// 判断点是否在区域内
- /// </summary>
- public static bool IsPositionInRect(Vector2 pos, Rect2 rect2)
- {
- return pos.X >= rect2.Position.X && pos.X <= rect2.Position.X + rect2.Size.X &&
- pos.Y >= rect2.Position.Y && pos.Y <= rect2.Position.Y + rect2.Size.Y;
- }
-
- /// <summary>
- /// 返回区域起始值, 用于获取配置表范围配置数据
- /// </summary>
- public static int GetConfigRangeStart(int[] range)
- {
- return range[0];
- }
-
- /// <summary>
- /// 返回区域结束值, 用于获取配置表范围配置数据
- /// </summary>
- public static int GetConfigRangeEnd(int[] range)
- {
- if (range.Length > 1)
- {
- return range[1];
- }
-
- return range[0];
- }
-
- /// <summary>
- /// 返回区域起始值, 用于获取配置表范围配置数据
- /// </summary>
- public static float GetConfigRangeStart(float[] range)
- {
- return range[0];
- }
-
- /// <summary>
- /// 返回区域结束值, 用于获取配置表范围配置数据
- /// </summary>
- public static float GetConfigRangeEnd(float[] range)
- {
- if (range.Length > 1)
- {
- return range[1];
- }
-
- return range[0];
- }
-
- /// <summary>
- /// 创建扇形多边形区域数据, 返回坐标点
- /// </summary>
- /// <param name="centerAngle">中心角度, 角度制</param>
- /// <param name="radius">扇形半径</param>
- /// <param name="range">扇形开口角度, 角度制</param>
- /// <param name="edgesCount">扇形弧度边的数量</param>
- /// <param name="offset">整体偏移坐标, 默认0</param>
- public static Vector2[] CreateSectorPolygon(float centerAngle, float radius, float range, uint edgesCount, Vector2? offset = null)
- {
- var point = new Vector2[edgesCount + 2];
- var edgesAngle = range / edgesCount;
- var startAngle = centerAngle - range * 0.5f;
- var temp = new Vector2(radius, 0);
-
- for (var i = 0; i <= edgesCount; i++)
- {
- if (offset == null)
- {
- point[i] = temp.Rotated(Mathf.DegToRad(startAngle + edgesAngle * i));
- }
- else
- {
- point[i] = temp.Rotated(Mathf.DegToRad(startAngle + edgesAngle * i)) + offset.Value;
- }
- }
-
- if (offset == null)
- {
- point[point.Length - 1] = Vector2.Zero;
- }
- else
- {
- point[point.Length - 1] = offset.Value;
- }
-
- return point;
- }
-
- /// <summary>
- /// 将 point 位置限制在 anchor 的周围, 最大距离为 distance, 并返回新的位置
- /// </summary>
- public static Vector2 ConstrainDistance(Vector2 point, Vector2 anchor, float distance)
- {
- return (point - anchor).Normalized() * distance + anchor;
- }
-
- /// <summary>
- /// 返回一个点是否在 Polygon 内部
- /// </summary>
- /// <param name="polygon">多边形顶点</param>
- /// <param name="point">目标点</param>
- public static bool IsPointInPolygon(Vector2[] polygon, Vector2 point)
- {
- var isInside = false;
- for (int i = 0, j = polygon.Length - 1; i < polygon.Length; j = i++)
- {
- if ((polygon[i].Y > point.Y) != (polygon[j].Y > point.Y) &&
- point.X < (polygon[j].X - polygon[i].X) * (point.Y - polygon[i].Y) / (polygon[j].Y - polygon[i].Y) +
- polygon[i].X)
- {
- isInside = !isInside;
- }
- }
-
- return isInside;
- }
-
- /// <summary>
- /// 根据法线翻转向量
- /// </summary>
- public static Vector2 ReflectByNormal(Vector2 vector, Vector2 normal)
- {
- return vector.Reflect(normal.Rotated(Mathf.Pi * 0.5f));
- }
-
- /// <summary>
- /// 根据法线翻转角度, 弧度制
- /// </summary>
- public static float ReflectByNormal(float rotation, Vector2 normal)
- {
- return ReflectByNormal(Vector2.FromAngle(rotation), normal).Angle();
- }
-
- /// <summary>
- /// 计算TileSet Cell所占用的区域
- /// </summary>
- public static Rect2I CalcTileRect(IEnumerable<Vector2I> cells)
- {
- //单位: 像素
- var canvasXStart = int.MaxValue;
- var canvasYStart = int.MaxValue;
- var canvasXEnd = int.MinValue;
- var canvasYEnd = int.MinValue;
-
- foreach (var pos in cells)
- {
- canvasXStart = Mathf.Min(pos.X, canvasXStart);
- canvasYStart = Mathf.Min(pos.Y, canvasYStart);
- canvasXEnd = Mathf.Max(pos.X + GameConfig.TileCellSize, canvasXEnd);
- canvasYEnd = Mathf.Max(pos.Y + GameConfig.TileCellSize, canvasYEnd);
- }
-
- return new Rect2I(
- canvasXStart,
- canvasYStart,
- canvasXEnd - canvasXStart,
- canvasYEnd - canvasYStart
- );
- }
-
- /// <summary>
- /// 计算TileSet Cell所占用的区域
- /// </summary>
- public static Rect2I CalcTileRect(IEnumerable<SerializeVector2> cells)
- {
- //单位: 像素
- var canvasXStart = float.MaxValue;
- var canvasYStart = float.MaxValue;
- var canvasXEnd = float.MinValue;
- var canvasYEnd = float.MinValue;
-
- foreach (var pos in cells)
- {
- canvasXStart = Mathf.Min(pos.X, canvasXStart);
- canvasYStart = Mathf.Min(pos.Y, canvasYStart);
- canvasXEnd = Mathf.Max(pos.X + GameConfig.TileCellSize, canvasXEnd);
- canvasYEnd = Mathf.Max(pos.Y + GameConfig.TileCellSize, canvasYEnd);
- }
-
- return new Rect2I(
- (int)canvasXStart,
- (int)canvasYStart,
- (int)(canvasXEnd - canvasXStart),
- (int)(canvasYEnd - canvasYStart)
- );
- }
-
- /// <summary>
- /// 根据鼠标位置执行单步放大逻辑
- /// </summary>
- public static bool DoMagnifyByMousePosition(Control control, float maxXScale)
- {
- var offset = control.GetLocalMousePosition();
- var prevScale = control.Scale;
- var newScale = prevScale * 1.1f;
- if (newScale.X <= maxXScale)
- {
- control.Scale = newScale;
- var position = control.Position - offset * 0.1f * prevScale;
- control.Position = position;
- return true;
- }
-
- return false;
- }
-
- /// <summary>
- /// 根据鼠标位置执行单步放大逻辑
- /// </summary>
- public static bool DoMagnifyByMousePosition(Node2D node, float maxXScale)
- {
- var offset = node.GetLocalMousePosition();
- var prevScale = node.Scale;
- var newScale = prevScale * 1.1f;
- if (newScale.X <= maxXScale)
- {
- node.Scale = newScale;
- var position = node.Position - offset * 0.1f * prevScale;
- node.Position = position;
- return true;
- }
-
- return false;
- }
-
- /// <summary>
- /// 根据鼠标位置执行单步缩小逻辑
- /// </summary>
- public static bool DoShrinkByMousePosition(Control control, float minXScale)
- {
- var offset = control.GetLocalMousePosition();
- var prevScale = control.Scale;
- var newScale = prevScale / 1.1f;
- if (newScale.X >= minXScale)
- {
- control.Scale = newScale;
- var position = control.Position + offset * 0.1f * newScale;
- control.Position = position;
- return true;
- }
-
- return false;
- }
-
- /// <summary>
- /// 根据鼠标位置执行单步缩小逻辑
- /// </summary>
- public static bool DoShrinkByMousePosition(Node2D node, float minXScale)
- {
- var offset = node.GetLocalMousePosition();
- var prevScale = node.Scale;
- var newScale = prevScale / 1.1f;
- if (newScale.X >= minXScale)
- {
- node.Scale = newScale;
- var position = node.Position + offset * 0.1f * newScale;
- node.Position = position;
- return true;
- }
-
- return false;
- }
-
- /// <summary>
- /// 聚焦Ui节点
- /// </summary>
- /// <param name="control">需要聚焦的节点</param>
- /// <param name="parentSize">父节点容器大小</param>
- /// <param name="selfSize">当前节点容器大小</param>
- public static void DoFocusNode(Control control, Vector2 parentSize, Vector2 selfSize)
- {
- control.Position = parentSize / 2 - selfSize * 0.5f * control.Scale;
- }
-
- /// <summary>
- /// 返回鼠标所在的单元格位置, 相对于Ui节点左上角
- /// </summary>
- public static Vector2I GetMouseCellPosition(Control control)
- {
- var pos = control.GetLocalMousePosition() / GameConfig.TileCellSize;
- return pos.AsVector2I();
- }
-
- }