using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Config; using Godot; /// <summary> /// 地牢管理器 /// </summary> public partial class DungeonManager : Node2D { /// <summary> /// 起始房间 /// </summary> public RoomInfo StartRoom => _dungeonGenerator?.StartRoom; /// <summary> /// 当前玩家所在的房间 /// </summary> public RoomInfo ActiveRoom => Player.Current?.AffiliationArea?.RoomInfo; /// <summary> /// 当前玩家所在的区域 /// </summary> public AffiliationArea ActiveAffiliationArea => Player.Current?.AffiliationArea; /// <summary> /// 是否在地牢里 /// </summary> public bool IsInDungeon { get; private set; } private DungeonConfig _config; private DungeonTile _dungeonTile; private AutoTileConfig _autoTileConfig; private DungeonGenerator _dungeonGenerator; //房间内所有静态导航网格数据 private List<NavigationPolygonData> _roomStaticNavigationList; private World _world; //用于检查房间敌人的计时器 private int _affiliationIndex = 0; private float _checkEnemyTimer = 0; public DungeonManager() { //绑定事件 EventManager.AddEventListener(EventEnum.OnPlayerFirstEnterRoom, OnPlayerFirstEnterRoom); EventManager.AddEventListener(EventEnum.OnPlayerEnterRoom, OnPlayerEnterRoom); } /// <summary> /// 加载地牢 /// </summary> public void LoadDungeon(DungeonConfig config, Action finish = null) { _config = config; GameApplication.Instance.StartCoroutine(RunLoadDungeonCoroutine(finish)); } /// <summary> /// 退出地牢 /// </summary> public void ExitDungeon(Action finish = null) { IsInDungeon = false; GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(finish)); } public override void _PhysicsProcess(double delta) { if (IsInDungeon) { _checkEnemyTimer += (float)delta; if (_checkEnemyTimer >= 1) { _checkEnemyTimer %= 1; //检查房间内的敌人存活状况 OnCheckEnemy(); } } } public override void _Process(double delta) { if (IsInDungeon) { UpdateEnemiesView(); if (GameApplication.Instance.Debug) { QueueRedraw(); } } } //执行加载地牢协程 private IEnumerator RunLoadDungeonCoroutine(Action finish) { //打开 loading UI UiManager.Open_Loading(); yield return 0; //创建世界场景 _world = GameApplication.Instance.CreateNewWorld(); yield return new WaitForFixedProcess(10); //生成地牢房间 _dungeonGenerator = new DungeonGenerator(_config); _dungeonGenerator.Generate(); yield return 0; //填充地牢 _autoTileConfig = new AutoTileConfig(); _dungeonTile = new DungeonTile(_world.TileRoot); _dungeonTile.AutoFillRoomTile(_autoTileConfig, _dungeonGenerator.StartRoom); yield return 0; //生成寻路网格, 这一步操作只生成过道的导航 _dungeonTile.GenerateNavigationPolygon(GameConfig.AisleFloorMapLayer); yield return 0; //挂载过道导航区域 _dungeonTile.MountNavigationPolygon(_world.TileRoot); yield return 0; //过道导航区域数据 _roomStaticNavigationList = new List<NavigationPolygonData>(); _roomStaticNavigationList.AddRange(_dungeonTile.GetPolygonData()); yield return 0; //门导航区域数据 _roomStaticNavigationList.AddRange(_dungeonTile.GetConnectDoorPolygonData()); yield return new WaitForFixedProcess(10); //初始化所有房间 _dungeonGenerator.EachRoom(InitRoom); yield return new WaitForFixedProcess(10); //播放bgm //SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f); //初始房间创建玩家标记 var playerBirthMark = StartRoom.ActivityMarks.FirstOrDefault(mark => mark.Type == ActivityIdPrefix.ActivityPrefixType.Player); //创建玩家 var player = ActivityObject.Create<Player>(ActivityObject.Ids.Id_role0001); if (playerBirthMark != null) { //player.Position = new Vector2(50, 50); player.Position = playerBirthMark.Position; } player.Name = "Player"; Player.SetCurrentPlayer(player); player.PutDown(RoomLayerEnum.YSortLayer); //玩家手上添加武器 //player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityObject.Ids.Id_weapon0001)); var weapon = ActivityObject.Create<Weapon>(ActivityObject.Ids.Id_weapon0001); weapon.InitWeapon(ExcelConfig.Weapon_List[0]); weapon.PutDown(player.Position, RoomLayerEnum.NormalLayer); GameApplication.Instance.Cursor.SetGuiMode(false); yield return 0; //打开游戏中的ui var roomUi = UiManager.Open_RoomUI(); roomUi.InitData(player); //派发进入地牢事件 EventManager.EmitEvent(EventEnum.OnEnterDungeon); IsInDungeon = true; yield return 0; //关闭 loading UI UiManager.Dispose_Loading(); if (finish != null) { finish(); } } private IEnumerator RunExitDungeonCoroutine(Action finish) { //打开 loading UI UiManager.Open_Loading(); yield return 0; _world.Pause = true; yield return 0; _dungeonGenerator.EachRoom(DisposeRoomInfo); yield return 0; _dungeonTile = null; _autoTileConfig = null; _dungeonGenerator = null; _roomStaticNavigationList.Clear(); _roomStaticNavigationList = null; UiManager.Hide_RoomUI(); yield return new WaitForFixedProcess(10); Player.SetCurrentPlayer(null); _world = null; GameApplication.Instance.DestroyWorld(); yield return new WaitForFixedProcess(10); //鼠标还原 GameApplication.Instance.Cursor.SetGuiMode(false); //派发退出地牢事件 EventManager.EmitEvent(EventEnum.OnExitDungeon); yield return 0; //关闭 loading UI UiManager.Dispose_Loading(); if (finish != null) { finish(); } } // 初始化房间 private void InitRoom(RoomInfo roomInfo) { //挂载房间导航区域 MountNavFromRoomInfo(roomInfo); //创建门 CreateDoor(roomInfo); //创建房间归属区域 CreateRoomAisleAffiliation(roomInfo); } //挂载房间导航区域 private void MountNavFromRoomInfo(RoomInfo roomInfo) { var polygonArray = roomInfo.RoomSplit.RoomInfo.NavigationList.ToArray(); var polygon = new NavigationPolygon(); var offset = roomInfo.GetOffsetPosition(); 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.GetWorldPosition() - offset; } 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; _world.TileRoot.AddChild(navigationPolygon); } //创建门 private void CreateDoor(RoomInfo roomInfo) { foreach (var doorInfo in roomInfo.Doors) { RoomDoor door; switch (doorInfo.Direction) { case DoorDirection.E: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_e); door.Position = (doorInfo.OriginPosition + new Vector2(0.5f, 2)) * GameConfig.TileCellSize; door.ZIndex = GameConfig.TopMapLayer; break; case DoorDirection.W: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_w); door.Position = (doorInfo.OriginPosition + new Vector2(-0.5f, 2)) * GameConfig.TileCellSize; door.ZIndex = GameConfig.TopMapLayer; break; case DoorDirection.S: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_s); door.Position = (doorInfo.OriginPosition + new Vector2(2f, 1.5f)) * GameConfig.TileCellSize; door.ZIndex = GameConfig.TopMapLayer; break; case DoorDirection.N: door = ActivityObject.Create<RoomDoor>(ActivityObject.Ids.Id_other_door_n); door.Position = (doorInfo.OriginPosition + new Vector2(2f, -0.5f)) * GameConfig.TileCellSize; door.ZIndex = GameConfig.MiddleMapLayer; break; default: return; } doorInfo.Door = door; door.Init(doorInfo); door.PutDown(RoomLayerEnum.NormalLayer, false); } } //创建房间归属区域 private void CreateRoomAisleAffiliation(RoomInfo roomInfo) { var affiliation = new AffiliationArea(); affiliation.Name = "AffiliationArea" + (_affiliationIndex++); affiliation.Init(roomInfo, new Rect2( roomInfo.GetWorldPosition() + new Vector2(GameConfig.TileCellSize, GameConfig.TileCellSize), (roomInfo.Size - new Vector2I(2, 2)) * GameConfig.TileCellSize)); roomInfo.Affiliation = affiliation; _world.AddChild(affiliation); } /// <summary> /// 玩家第一次进入某个房间回调 /// </summary> private void OnPlayerFirstEnterRoom(object o) { var room = (RoomInfo)o; room.BeReady(); //如果关门了, 那么房间外的敌人就会丢失目标 if (room.IsSeclusion) { var playerAffiliationArea = Player.Current.AffiliationArea; foreach (var enemy in _world.Enemy_InstanceList) { //不与玩家处于同一个房间 if (enemy.AffiliationArea != playerAffiliationArea) { if (enemy.StateController.CurrState != AiStateEnum.AiNormal) { enemy.StateController.ChangeState(AiStateEnum.AiNormal); } } } } } /// <summary> /// 玩家进入某个房间回调 /// </summary> private void OnPlayerEnterRoom(object o) { } /// <summary> /// 检测当前房间敌人是否已经消灭干净, 应当每秒执行一次 /// </summary> private void OnCheckEnemy() { var activeRoom = ActiveRoom; if (activeRoom != null)// && //activeRoom.IsSeclusion) { if (activeRoom.IsSeclusion) //房间处于关上状态 { if (activeRoom.IsCurrWaveOver()) //所有标记执行完成 { //是否有存活的敌人 var flag = ActiveAffiliationArea.ExistIncludeItem( activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy) ); //GD.Print("当前房间存活数量: " + count); if (!flag) { activeRoom.OnClearRoom(); } } } } } /// <summary> /// 更新敌人视野 /// </summary> private void UpdateEnemiesView() { _world.Enemy_IsFindTarget = false; _world.Enemy_FindTargetAffiliationSet.Clear(); for (var i = 0; i < _world.Enemy_InstanceList.Count; i++) { var enemy = _world.Enemy_InstanceList[i]; var state = enemy.StateController.CurrState; if (state == AiStateEnum.AiFollowUp || state == AiStateEnum.AiSurround) //目标在视野内 { if (!_world.Enemy_IsFindTarget) { _world.Enemy_IsFindTarget = true; _world.Enemy_FindTargetPosition = Player.Current.GetCenterPosition(); _world.Enemy_FindTargetAffiliationSet.Add(Player.Current.AffiliationArea); } _world.Enemy_FindTargetAffiliationSet.Add(enemy.AffiliationArea); } } } private void DisposeRoomInfo(RoomInfo roomInfo) { foreach (var activityMark in roomInfo.ActivityMarks) { activityMark.QueueFree(); } roomInfo.ActivityMarks.Clear(); } public override void _Draw() { if (GameApplication.Instance.Debug) { if (_dungeonTile != null) { //绘制ai寻路区域 Utils.DrawNavigationPolygon(this, _roomStaticNavigationList.ToArray()); } //绘制房间区域 // if (_dungeonGenerator != null) // { // DrawRoomInfo(StartRoom); // } //绘制边缘线 } } //绘制房间区域, debug 用 private void DrawRoomInfo(RoomInfo room) { var cellSize = _world.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(ResourceManager.DefaultFont16Px, pos1 - new Vector2I(0, 10), "Id: " + room.Id.ToString()); DrawString(ResourceManager.DefaultFont16Px, pos1 + new Vector2I(0, 10), "Layer: " + room.Layer.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); } } } }