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DungeonShooting / DungeonShooting_Godot / src / test / TestGenerateDungeon.cs

using Godot;

/// <summary>
/// 测试地牢生成
/// </summary>
public class TestGenerateDungeon : Node2D
{
	[Export] public NodePath TileMapPath;
	[Export] public NodePath Camera;

	private TileMap _tileMap;
	private Camera2D _camera;

	private GenerateDungeon _generateDungeon;
	private Font _font;

	public override void _Ready()
	{
		_tileMap = GetNode<TileMap>(TileMapPath);
		_camera = GetNode<Camera2D>(Camera);

		_font = ResourceManager.Load<Font>(ResourcePath.resource_font_cn_font_36_tres);

		_generateDungeon = new GenerateDungeon();
		_generateDungeon.Generate();

		foreach (var info in _generateDungeon.RoomInfos)
		{
			//临时铺上地砖
			var id = (int)_tileMap.TileSet.GetTilesIds()[0];
			for (int i = 0; i < info.Size.x; i++)
			{
				for (int j = 0; j < info.Size.y; j++)
				{
					_tileMap.SetCell(i + (int)info.Position.x, j + (int)info.Position.y, id);
				}
			}
		}
	}

	public override void _Process(float delta)
	{
		//移动相机位置
		var dir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
		_camera.Position += dir * 1000 * delta;

		Update();
	}

	public override void _Draw()
	{
		DrawRoomInfo(_generateDungeon.StartRoom);

	}

	private void DrawRoomInfo(RoomInfo room)
	{
		var cellSize = _tileMap.CellSize;
		var pos1 = (room.Position + room.Size / 2) * cellSize;
		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(), Colors.Yellow);

		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;
			}

			if (roomDoor.HasCross)
			{
				DrawRect(new Rect2(roomDoor.Cross * cellSize, cellSize * 4), Colors.Yellow);
			}
		}

		//绘制地图上被占用的网格
		// _generateDungeon.RoomGrid.ForEach((x, y, value) =>
		// {
		// 	DrawRect(new Rect2(new Vector2(x, y) * cellSize + new Vector2(6, 6), new Vector2(4, 4)), Colors.Green);
		// });
	}
}