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DungeonShooting / DungeonShooting_Godot / src / framework / map / room / RoomInfo.cs
  1.  
  2. using System;
  3. using System.Collections.Generic;
  4. using Godot;
  5.  
  6. /// <summary>
  7. /// 房间的数据描述
  8. /// </summary>
  9. public class RoomInfo : IDestroy
  10. {
  11. public RoomInfo(int id, DungeonRoomType type, DungeonRoomSplit roomSplit)
  12. {
  13. Id = id;
  14. RoomType = type;
  15. RoomSplit = roomSplit;
  16. }
  17.  
  18. /// <summary>
  19. /// 房间 id
  20. /// </summary>
  21. public int Id;
  22.  
  23. /// <summary>
  24. /// 房间类型
  25. /// </summary>
  26. public DungeonRoomType RoomType;
  27.  
  28. /// <summary>
  29. /// 层级, 也就是离初始房间间隔多少个房间
  30. /// </summary>
  31. public int Layer;
  32. /// <summary>
  33. /// 生成该房间使用的配置数据
  34. /// </summary>
  35. public DungeonRoomSplit RoomSplit;
  36. /// <summary>
  37. /// 房间大小, 单位: 格
  38. /// </summary>
  39. public Vector2I Size;
  40.  
  41. /// <summary>
  42. /// 房间位置, 单位: 格
  43. /// </summary>
  44. public Vector2I Position;
  45. /// <summary>
  46. /// 门
  47. /// </summary>
  48. public List<RoomDoorInfo> Doors = new List<RoomDoorInfo>();
  49.  
  50. /// <summary>
  51. /// 连接该房间的过道占用区域信息
  52. /// </summary>
  53. public List<Rect2I> AisleArea = new List<Rect2I>();
  54.  
  55. /// <summary>
  56. /// 下一个房间
  57. /// </summary>
  58. public List<RoomInfo> Next = new List<RoomInfo>();
  59. /// <summary>
  60. /// 上一个房间
  61. /// </summary>
  62. public RoomInfo Prev;
  63.  
  64. /// <summary>
  65. /// 当前房间使用的预设
  66. /// </summary>
  67. public RoomPreinstall RoomPreinstall;
  68.  
  69. /// <summary>
  70. /// 当前房间归属区域
  71. /// </summary>
  72. public AffiliationArea AffiliationArea;
  73.  
  74. /// <summary>
  75. /// 静态渲染精灵根节点, 用于放置sprite
  76. /// </summary>
  77. public RoomStaticSprite StaticSprite;
  78. /// <summary>
  79. /// 静态精灵绘制画布
  80. /// </summary>
  81. public ImageCanvas StaticImageCanvas;
  82.  
  83. /// <summary>
  84. /// 液体画布
  85. /// </summary>
  86. public LiquidCanvas LiquidCanvas;
  87.  
  88. /// <summary>
  89. /// 房间迷雾
  90. /// </summary>
  91. public FogMask RoomFogMask;
  92. /// <summary>
  93. /// 房间坐标相对于画布坐标偏移量, 单位: 像素
  94. /// </summary>
  95. public Vector2I RoomOffset { get; private set; }
  96. /// <summary>
  97. /// 房间算上连接通道所占用的区域
  98. /// </summary>
  99. public Rect2I OuterRect { get; private set; }
  100. /// <summary>
  101. /// 画布占用区域
  102. /// </summary>
  103. public Rect2I CanvasRect { get; private set; }
  104.  
  105. /// <summary>
  106. /// 是否处于闭关状态, 也就是房间门没有主动打开
  107. /// </summary>
  108. public bool IsSeclusion { get; private set; } = false;
  109.  
  110. /// <summary>
  111. /// 用于标记攻击目标位置
  112. /// </summary>
  113. public Dictionary<long, Vector2> MarkTargetPosition { get; private set; } = new Dictionary<long, Vector2>();
  114.  
  115. /// <summary>
  116. /// 房间预览纹理, 用于小地图
  117. /// </summary>
  118. public ImageTexture PreviewTexture { get; set; }
  119.  
  120. /// <summary>
  121. /// 房间预览图, 用于小地图
  122. /// </summary>
  123. public TextureRect PreviewSprite { get; set; }
  124. /// <summary>
  125. /// 房间内的传送点, 单位: 格
  126. /// </summary>
  127. public Vector2I Waypoints { get; set; }
  128.  
  129. /// <summary>
  130. /// 导航网格对象
  131. /// </summary>
  132. public NavigationRegion2D NavigationRegion { get; set; }
  133.  
  134. /// <summary>
  135. /// 在 DungeonGenerator 中是否可以回滚, 如果可以回滚, 那么当前房间就只会有一个 NextRoom
  136. /// </summary>
  137. public bool CanRollback { get; set; } = false;
  138. public bool IsDestroyed { get; private set; }
  139.  
  140. private bool _openDoorFlag = true;
  141. // private bool _beReady = false;
  142. // private bool _waveStart = false;
  143. // private int _currWaveIndex = 0;
  144. // private int _currWaveNumber = 0;
  145. //private List<ActivityMark> _currActivityMarks = new List<ActivityMark>();
  146.  
  147. /// <summary>
  148. /// 重新计算占用的区域
  149. /// </summary>
  150. public void CalcRange()
  151. {
  152. var worldPos = GetWorldPosition();
  153. var pos = new Vector2I(worldPos.X, worldPos.Y);
  154. var minX = pos.X;
  155. var minY = pos.Y;
  156. var maxX = minX + GetWidth();
  157. var maxY = minY + GetHeight();
  158.  
  159. //遍历每一个连接的门, 计算计算canvas覆盖范围
  160. foreach (var doorInfo in Doors)
  161. {
  162. var connectDoor = doorInfo.ConnectDoor;
  163. switch (connectDoor.Direction)
  164. {
  165. case DoorDirection.E:
  166. case DoorDirection.W:
  167. {
  168. var (px1, py1) = connectDoor.GetWorldOriginPosition();
  169. var py2 = py1 + 4 * GameConfig.TileCellSize;
  170. if (px1 < minX)
  171. {
  172. minX = px1;
  173. }
  174. else if (px1 > maxX)
  175. {
  176. maxX = px1;
  177. }
  178.  
  179. if (py1 < minY)
  180. {
  181. minY = py1;
  182. }
  183. else if (py1 > maxY)
  184. {
  185. maxY = py1;
  186. }
  187. if (py2 < minY)
  188. {
  189. minY = py2;
  190. }
  191. else if (py2 > maxY)
  192. {
  193. maxY = py2;
  194. }
  195. }
  196. break;
  197. case DoorDirection.S:
  198. case DoorDirection.N:
  199. {
  200. var (px1, py1) = connectDoor.GetWorldOriginPosition();
  201. var px2 = px1 + 4 * GameConfig.TileCellSize;
  202. if (px1 < minX)
  203. {
  204. minX = px1;
  205. }
  206. else if (px1 > maxX)
  207. {
  208. maxX = px1;
  209. }
  210.  
  211. if (py1 < minY)
  212. {
  213. minY = py1;
  214. }
  215. else if (py1 > maxY)
  216. {
  217. maxY = py1;
  218. }
  219. if (px2 < minX)
  220. {
  221. minX = px2;
  222. }
  223. else if (px2 > maxX)
  224. {
  225. maxX = px2;
  226. }
  227. }
  228. break;
  229. }
  230. }
  231. OuterRect = new Rect2I(minX, minY, maxX - minX, maxY - minY);
  232. var cMinX = minX - GameConfig.TileCellSize;
  233. var cMinY = minY - GameConfig.TileCellSize;
  234. var cMaxX = maxX + GameConfig.TileCellSize;
  235. var cMaxY = maxY + GameConfig.TileCellSize;
  236. CanvasRect = new Rect2I(cMinX, cMinY, cMaxX - cMinX, cMaxY - cMinY);
  237.  
  238. RoomOffset = new Vector2I(worldPos.X - cMinX, worldPos.Y - cMinY);
  239. }
  240. /// <summary>
  241. /// 获取房间的全局坐标, 单位: 像素
  242. /// </summary>
  243. public Vector2I GetWorldPosition()
  244. {
  245. return new Vector2I(
  246. Position.X * GameConfig.TileCellSize,
  247. Position.Y * GameConfig.TileCellSize
  248. );
  249. }
  250.  
  251. /// <summary>
  252. /// 获取房间左上角的 Tile 距离全局坐标原点的偏移, 单位: 像素
  253. /// </summary>
  254. /// <returns></returns>
  255. public Vector2I GetOffsetPosition()
  256. {
  257. return RoomSplit.RoomInfo.Position.AsVector2I() * GameConfig.TileCellSize;
  258. }
  259. /// <summary>
  260. /// 将房间配置中的坐标转为全局坐标, 单位: 像素
  261. /// </summary>
  262. public Vector2 ToGlobalPosition(Vector2 pos)
  263. {
  264. return GetWorldPosition() + pos - GetOffsetPosition();
  265. }
  266. /// <summary>
  267. /// 获取房间横轴结束位置, 单位: 格
  268. /// </summary>
  269. public int GetHorizontalEnd()
  270. {
  271. return Position.X + Size.X;
  272. }
  273.  
  274. /// <summary>
  275. /// 获取房间纵轴结束位置, 单位: 格
  276. /// </summary>
  277. public int GetVerticalEnd()
  278. {
  279. return Position.Y + Size.Y;
  280. }
  281. /// <summary>
  282. /// 获取房间横轴开始位置, 单位: 格
  283. /// </summary>
  284. public int GetHorizontalStart()
  285. {
  286. return Position.X;
  287. }
  288.  
  289. /// <summary>
  290. /// 获取房间纵轴开始位置, 单位: 格
  291. /// </summary>
  292. public int GetVerticalStart()
  293. {
  294. return Position.Y;
  295. }
  296. /// <summary>
  297. /// 获取房间门横轴结束位置, 单位: 格
  298. /// </summary>
  299. public int GetHorizontalDoorEnd()
  300. {
  301. return Position.X + Size.X - 1;
  302. }
  303.  
  304. /// <summary>
  305. /// 获取房间门纵轴结束位置, 单位: 格
  306. /// </summary>
  307. public int GetVerticalDoorEnd()
  308. {
  309. return Position.Y + Size.Y - 1;
  310. }
  311. /// <summary>
  312. /// 获取房间门横轴开始位置, 单位: 格
  313. /// </summary>
  314. public int GetHorizontalDoorStart()
  315. {
  316. return Position.X + 1;
  317. }
  318.  
  319. /// <summary>
  320. /// 获取房间门纵轴开始位置, 单位: 格
  321. /// </summary>
  322. public int GetVerticalDoorStart()
  323. {
  324. return Position.Y + 2;
  325. }
  326.  
  327. /// <summary>
  328. /// 获取房间宽度, 单位: 像素
  329. /// </summary>
  330. public int GetWidth()
  331. {
  332. return Size.X * GameConfig.TileCellSize;
  333. }
  334. /// <summary>
  335. /// 获取房间高度, 单位: 像素
  336. /// </summary>
  337. public int GetHeight()
  338. {
  339. return Size.Y * GameConfig.TileCellSize;
  340. }
  341. /// <summary>
  342. /// 将世界坐标转为画布下的坐标
  343. /// </summary>
  344. public Vector2 ToCanvasPosition(Vector2 pos)
  345. {
  346. return pos - CanvasRect.Position;
  347. }
  348. public void Destroy()
  349. {
  350. if (IsDestroyed)
  351. {
  352. return;
  353. }
  354.  
  355. IsDestroyed = true;
  356. //递归销毁下一个房间
  357. foreach (var nextRoom in Next)
  358. {
  359. nextRoom.Destroy();
  360. }
  361. Next.Clear();
  362. //销毁连接的门
  363. foreach (var roomDoorInfo in Doors)
  364. {
  365. roomDoorInfo.Destroy();
  366. }
  367. //销毁预设
  368. if (RoomPreinstall != null)
  369. {
  370. RoomPreinstall.Destroy();
  371. RoomPreinstall = null;
  372. }
  373. //销毁画布
  374. if (StaticImageCanvas != null)
  375. {
  376. StaticImageCanvas.Destroy();
  377. }
  378.  
  379. //销毁液体画布
  380. if (LiquidCanvas != null)
  381. {
  382. LiquidCanvas.Destroy();
  383. }
  384. //销毁静态精灵节点
  385. if (StaticSprite != null)
  386. {
  387. StaticSprite.Destroy();
  388. }
  389.  
  390. //销毁迷雾
  391. if (RoomFogMask != null)
  392. {
  393. RoomFogMask.Destroy();
  394. }
  395.  
  396. //销毁所属区域对象
  397. if (AffiliationArea != null)
  398. {
  399. AffiliationArea.Destroy();
  400. }
  401.  
  402. //销毁预览图
  403. if (PreviewTexture != null)
  404. {
  405. PreviewTexture.Dispose();
  406. }
  407.  
  408. if (PreviewSprite != null)
  409. {
  410. PreviewSprite.QueueFree();
  411. }
  412. MarkTargetPosition.Clear();
  413. }
  414. /// <summary>
  415. /// 加载地牢完成
  416. /// </summary>
  417. public void OnReady()
  418. {
  419. //提前加载波
  420. RoomPreinstall.OnReady();
  421. }
  422. /// <summary>
  423. /// 玩家第一次进入房间, 房间准备好了, 准备刷敌人, 并且关闭所有<br/>
  424. /// 当清完每一波刷新的敌人后即可开门
  425. /// </summary>
  426. public void OnFirstEnter()
  427. {
  428. if (RoomPreinstall.IsRunWave)
  429. {
  430. return;
  431. }
  432. //房间内有敌人, 或者会刷新敌人才会关门
  433. var hasEnemy = false;
  434. if (AffiliationArea.ExistEnterItem(activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy))) //先判断房间里面是否有敌人
  435. {
  436. hasEnemy = true;
  437. }
  438. else if (RoomPreinstall.HasEnemy()) //在判断是否会刷出敌人
  439. {
  440. hasEnemy = true;
  441. }
  442. if (!hasEnemy) //没有敌人, 不关门
  443. {
  444. IsSeclusion = false;
  445. //执行第一波生成
  446. RoomPreinstall.StartWave();
  447. return;
  448. }
  449.  
  450. //关门
  451. CloseDoor();
  452. IsSeclusion = true;
  453.  
  454. //执行第一波生成
  455. RoomPreinstall.StartWave();
  456. }
  457.  
  458. /// <summary>
  459. /// 当前房间所有敌人都被清除了
  460. /// </summary>
  461. public void OnClearRoom()
  462. {
  463. if (RoomPreinstall.IsLastWave) //所有 mark 都走完了
  464. {
  465. IsSeclusion = false;
  466. if (RoomPreinstall.HasEnemy())
  467. {
  468. //开门
  469. OpenDoor();
  470. }
  471. //所有标记执行完成
  472. RoomPreinstall.OverWave();
  473. }
  474. else //执行下一波
  475. {
  476. RoomPreinstall.NextWave();
  477. }
  478. }
  479.  
  480. /// <summary>
  481. /// 打开所有门
  482. /// </summary>
  483. public void OpenDoor()
  484. {
  485. if (!_openDoorFlag)
  486. {
  487. _openDoorFlag = true;
  488. AffiliationArea.RestoreRegion();
  489. }
  490. foreach (var doorInfo in Doors)
  491. {
  492. doorInfo.Door.OpenDoor();
  493. //过道迷雾
  494. doorInfo.AisleFogArea.Monitoring = true;
  495. if (doorInfo.AisleFogMask.IsExplored)
  496. {
  497. //doorInfo.ClearFog();
  498. FogMaskHandler.RefreshAisleFog(doorInfo);
  499. }
  500. }
  501. }
  502.  
  503. /// <summary>
  504. /// 关闭所有门
  505. /// </summary>
  506. public void CloseDoor()
  507. {
  508. if (_openDoorFlag)
  509. {
  510. _openDoorFlag = false;
  511. AffiliationArea.ExtendedRegion(new Vector2(GameConfig.TileCellSize * 4, GameConfig.TileCellSize * 4));
  512. }
  513.  
  514. foreach (var doorInfo in Doors)
  515. {
  516. doorInfo.Door.CloseDoor();
  517. //过道迷雾
  518. doorInfo.AisleFogArea.Monitoring = false;
  519. if (doorInfo.AisleFogMask.IsExplored)
  520. {
  521. //doorInfo.DarkFog();
  522. FogMaskHandler.RefreshAisleFog(doorInfo);
  523. }
  524. }
  525. }
  526. /// <summary>
  527. /// 遍历房间以及后面的房间
  528. /// </summary>
  529. public void EachRoom(Action<RoomInfo> callback)
  530. {
  531. callback(this);
  532. if (Next != null)
  533. {
  534. foreach (var room in Next)
  535. {
  536. room.EachRoom(callback);
  537. }
  538. }
  539. }
  540. }