Newer
Older
DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text.Json;
  7. using Config;
  8. using Godot;
  9. using UI.BottomTips;
  10.  
  11. public partial class GameApplication : Node2D, ICoroutine
  12. {
  13. public static GameApplication Instance { get; private set; }
  14. /// <summary>
  15. /// 游戏渲染视口
  16. /// </summary>
  17. public SubViewport SubViewport;
  18.  
  19. /// <summary>
  20. /// SubViewportContainer 组件
  21. /// </summary>
  22. public SubViewportContainer SubViewportContainer;
  23.  
  24. /// <summary>
  25. /// 场景根节点
  26. /// </summary>
  27. public Node2D SceneRoot;
  28. /// <summary>
  29. /// 全局根节点
  30. /// </summary>
  31. public Node2D GlobalNodeRoot;
  32. /// <summary>
  33. /// 游戏目标帧率
  34. /// </summary>
  35. public int TargetFps { get; private set; }
  36. /// <summary>
  37. /// 鼠标指针
  38. /// </summary>
  39. public Cursor Cursor { get; private set; }
  40.  
  41. /// <summary>
  42. /// 地牢管理器
  43. /// </summary>
  44. public DungeonManager DungeonManager { get; private set; }
  45. /// <summary>
  46. /// 房间配置
  47. /// </summary>
  48. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  49. /// <summary>
  50. /// TileSet配置
  51. /// </summary>
  52. public Dictionary<string, TileSetSplit> TileSetConfig { get; private set; }
  53. // /// <summary>
  54. // /// 房间配置数据, key: 模板房间资源路径
  55. // /// </summary>
  56. // public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  57.  
  58. /// <summary>
  59. /// 游戏视图大小
  60. /// </summary>
  61. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  62. /// <summary>
  63. /// 像素缩放
  64. /// </summary>
  65. public int PixelScale { get; private set; } = 4;
  66. /// <summary>
  67. /// 地牢配置信息
  68. /// </summary>
  69. public DungeonConfig DungeonConfig { get; private set; }
  70.  
  71. //开启的协程
  72. private List<CoroutineData> _coroutineList;
  73. public GameApplication()
  74. {
  75. Instance = this;
  76. //TargetFps = 20;
  77. TargetFps = Mathf.RoundToInt(DisplayServer.ScreenGetRefreshRate());
  78. Utils.InitRandom();
  79.  
  80. //初始化配置表
  81. ExcelConfig.Init();
  82. PreinstallMarkManager.Init();
  83. //初始化房间配置数据
  84. InitRoomConfig();
  85. //初始化TileSet配置数据
  86. InitTileSetConfig();
  87. //初始化武器数据
  88. Weapon.InitWeaponAttribute();
  89. //初始化敌人数据
  90. Enemy.InitEnemyAttribute();
  91. DungeonConfig = new DungeonConfig();
  92. DungeonConfig.GroupName = "Test1";
  93. DungeonConfig.RandomSeed = null;
  94. DungeonConfig.BattleRoomCount = 15;
  95. // DungeonConfig.BossRoomCount = 0;
  96. // DungeonConfig.RewardRoomCount = 0;
  97. // DungeonConfig.ShopRoomCount = 0;
  98. // DungeonConfig.OutRoomCount = 0;
  99. // DungeonConfig.RoomHorizontalMinDispersion = -1;
  100. // DungeonConfig.RoomHorizontalMaxDispersion = 1;
  101. // DungeonConfig.RoomVerticalMinDispersion = -1;
  102. // DungeonConfig.RoomVerticalMaxDispersion = 1;
  103. // DungeonConfig.EnableLimitRange = false;
  104. }
  105.  
  106. public override void _EnterTree()
  107. {
  108. SubViewport = GetNode<SubViewport>("ViewCanvas/SubViewportContainer/SubViewport");
  109. SubViewportContainer = GetNode<SubViewportContainer>("ViewCanvas/SubViewportContainer");
  110. SceneRoot = GetNode<Node2D>("ViewCanvas/SubViewportContainer/SubViewport/SceneRoot");
  111. GlobalNodeRoot = GetNode<Node2D>("GlobalNodeRoot");
  112. //背景颜色
  113. RenderingServer.SetDefaultClearColor(new Color(0, 0, 0, 1));
  114. //随机化种子
  115. //GD.Randomize();
  116. //固定帧率
  117. //Engine.MaxFps = TargetFps;
  118. //调试绘制开关
  119. ActivityObject.IsDebug = false;
  120. //Engine.TimeScale = 0.2f;
  121. //调整窗口分辨率
  122. OnWindowSizeChanged();
  123. //窗体大小改变
  124. GetWindow().SizeChanged += OnWindowSizeChanged;
  125.  
  126. ImageCanvas.Init(GetTree().CurrentScene);
  127. //初始化ui
  128. UiManager.Init();
  129. //调试Ui
  130. UiManager.Open_Debugger();
  131. // 初始化鼠标
  132. InitCursor();
  133. //地牢管理器
  134. DungeonManager = new DungeonManager();
  135. DungeonManager.Name = "DungeonManager";
  136. SceneRoot.AddChild(DungeonManager);
  137.  
  138. MapProjectManager.Init();
  139. EditorTileSetManager.Init();
  140. BottomTipsPanel.Init();
  141. //打开主菜单Ui
  142. UiManager.Open_Main();
  143. //UiManager.Open_MapEditorProject();
  144. }
  145.  
  146. public override void _Process(double delta)
  147. {
  148. var newDelta = (float)delta;
  149. InputManager.Update(newDelta);
  150. SoundManager.Update(newDelta);
  151. //协程更新
  152. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  153. }
  154. /// <summary>
  155. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  156. /// </summary>
  157. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  158. {
  159. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition - GameCamera.Main.PixelOffset;
  160. }
  161.  
  162. /// <summary>
  163. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  164. /// </summary>
  165. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  166. {
  167. return (viewPos + GameCamera.Main.PixelOffset - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  168. }
  169. public long StartCoroutine(IEnumerator able)
  170. {
  171. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  172. }
  173. public void StopCoroutine(long coroutineId)
  174. {
  175. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  176. }
  177.  
  178. public bool IsCoroutineOver(long coroutineId)
  179. {
  180. return ProxyCoroutineHandler.ProxyIsCoroutineOver(ref _coroutineList, coroutineId);
  181. }
  182.  
  183. public void StopAllCoroutine()
  184. {
  185. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  186. }
  187.  
  188. public void SetRoomConfig(Dictionary<string,DungeonRoomGroup> roomConfig)
  189. {
  190. RoomConfig = roomConfig;
  191. InitReadyRoom();
  192. }
  193.  
  194. //初始化房间配置
  195. private void InitRoomConfig()
  196. {
  197. //加载房间配置信息
  198. var asText = ResourceManager.LoadText("res://" + GameConfig.RoomTileDir + GameConfig.RoomGroupConfigFile);
  199. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  200.  
  201. InitReadyRoom();
  202. }
  203. //初始化房间数据
  204. private void InitReadyRoom()
  205. {
  206. foreach (var dungeonRoomGroup in RoomConfig)
  207. {
  208. RemoveUnreadyRooms(dungeonRoomGroup.Value.BattleList);
  209. RemoveUnreadyRooms(dungeonRoomGroup.Value.InletList);
  210. RemoveUnreadyRooms(dungeonRoomGroup.Value.OutletList);
  211. RemoveUnreadyRooms(dungeonRoomGroup.Value.BossList);
  212. RemoveUnreadyRooms(dungeonRoomGroup.Value.ShopList);
  213. RemoveUnreadyRooms(dungeonRoomGroup.Value.RewardList);
  214. RemoveUnreadyRooms(dungeonRoomGroup.Value.EventList);
  215. }
  216. }
  217. //移除未准备好的房间
  218. private void RemoveUnreadyRooms(List<DungeonRoomSplit> roomInfos)
  219. {
  220. for (var i = 0; i < roomInfos.Count; i++)
  221. {
  222. if (roomInfos[i].ErrorType != RoomErrorType.None) //存在错误
  223. {
  224. roomInfos.RemoveAt(i);
  225. i--;
  226. }
  227. }
  228. }
  229.  
  230. //初始化TileSet配置
  231. private void InitTileSetConfig()
  232. {
  233. //加载房间配置信息
  234. var asText = ResourceManager.LoadText("res://" + GameConfig.RoomTileSetDir + GameConfig.TileSetConfigFile);
  235. TileSetConfig = JsonSerializer.Deserialize<Dictionary<string, TileSetSplit>>(asText);
  236. //加载所有数据
  237. foreach (var tileSetSplit in TileSetConfig)
  238. {
  239. tileSetSplit.Value.ReloadTileSetInfo();
  240. }
  241. }
  242.  
  243. //窗体大小改变
  244. private void OnWindowSizeChanged()
  245. {
  246. var size = GetWindow().Size;
  247. ViewportSize = size / PixelScale;
  248. RefreshSubViewportSize();
  249. }
  250. //刷新视窗大小
  251. private void RefreshSubViewportSize()
  252. {
  253. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  254. s.X = s.X / 2 * 2 + 2;
  255. s.Y = s.Y / 2 * 2 + 2;
  256. SubViewport.Size = s;
  257. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  258. SubViewportContainer.Size = s;
  259. SubViewportContainer.Position = new Vector2(-PixelScale, -PixelScale);
  260. }
  261.  
  262. //初始化鼠标
  263. private void InitCursor()
  264. {
  265. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  266. var cursorLayer = new CanvasLayer();
  267. cursorLayer.Name = "CursorLayer";
  268. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  269. AddChild(cursorLayer);
  270. cursorLayer.AddChild(Cursor);
  271. }
  272. }