using Godot; public static class DungeonTileManager { public static void AutoFillRoomTile(TileMap floor, TileMap middle, TileMap top, AutoTileConfig config, RoomInfo roomInfo) { foreach (var info in roomInfo.Next) { AutoFillRoomTile(floor, middle, top, config, info); } //铺房间 FillRect(floor, config.In, roomInfo.Position + Vector2.One, roomInfo.Size - new Vector2(2, 2)); FillRect(top, config.LT, roomInfo.Position, Vector2.One); FillRect(top, config.L, roomInfo.Position + new Vector2(0, 1), new Vector2(1, roomInfo.Size.y - 2)); FillRect(top, config.LB, roomInfo.Position + new Vector2(0, roomInfo.Size.y - 1), new Vector2(1, 1)); FillRect(top, config.B, roomInfo.Position + new Vector2(1, roomInfo.Size.y - 1), new Vector2(roomInfo.Size.x - 2, 1)); FillRect(top, config.RB, roomInfo.Position + new Vector2(roomInfo.Size.x - 1, roomInfo.Size.y - 1), Vector2.One); FillRect(top, config.R, roomInfo.Position + new Vector2(roomInfo.Size.x - 1, 1), new Vector2(1, roomInfo.Size.y - 2)); FillRect(top, config.RT, roomInfo.Position + new Vector2(roomInfo.Size.x - 1, 0), Vector2.One); FillRect(middle, config.T, roomInfo.Position + Vector2.Right, new Vector2(roomInfo.Size.x - 2, 1)); //铺过道 foreach (var doorInfo in roomInfo.Doors) { if (doorInfo.ConnectRoom.Id > roomInfo.Id) { //普通的直线连接 if (!doorInfo.HasCross) { //方向, 0横向, 1纵向 int dir = 0; var rect = Utils.CalcRect( doorInfo.OriginPosition.x, doorInfo.OriginPosition.y, doorInfo.ConnectDoor.OriginPosition.x, doorInfo.ConnectDoor.OriginPosition.y ); if (doorInfo.Direction == DoorDirection.N || doorInfo.Direction == DoorDirection.S) { rect.Size = new Vector2(GenerateDungeon.CorridorWidth, rect.Size.y); dir = 1; } else { rect.Size = new Vector2(rect.Size.x, GenerateDungeon.CorridorWidth); } if (dir == 0) //横向 { FillRect(floor, config.In, rect.Position + new Vector2(0, 1), rect.Size - new Vector2(0, 2)); FillRect(middle, config.T, rect.Position, new Vector2(rect.Size.x, 1)); FillRect(top, config.B, rect.Position + new Vector2(0, rect.Size.y - 1), new Vector2(rect.Size.x, 1)); //左 ClearRect(top, rect.Position + new Vector2(-1, 1), new Vector2(1, rect.Size.y - 2)); FillRect(floor, config.In, rect.Position + new Vector2(-1, 1), new Vector2(1, rect.Size.y - 2)); //又 ClearRect(top, rect.Position + new Vector2(rect.Size.x, 1), new Vector2(1, rect.Size.y - 2)); FillRect(floor, config.In, rect.Position + new Vector2(rect.Size.x, 1), new Vector2(1, rect.Size.y - 2)); } else //纵向 { FillRect(floor, config.In, rect.Position + new Vector2(1, 0), rect.Size - new Vector2(2, 0)); FillRect(top, config.L, rect.Position, new Vector2(1, rect.Size.y)); FillRect(top, config.R, rect.Position + new Vector2(rect.Size.x - 1, 0), new Vector2(1, rect.Size.y)); //上 ClearRect(top, rect.Position + new Vector2(1, -1), new Vector2(rect.Size.x - 2, 1)); FillRect(floor, config.In, rect.Position + new Vector2(1, -1), new Vector2(rect.Size.x - 2, 1)); //下 ClearRect(middle, rect.Position + new Vector2(1, rect.Size.y), new Vector2(rect.Size.x - 2, 1)); FillRect(floor, config.In, rect.Position + new Vector2(1, rect.Size.y), new Vector2(rect.Size.x - 2, 1)); } } else //带交叉点 { //方向, 0横向, 1纵向 int dir1 = 0; int dir2 = 0; Rect2 rect; Rect2 rect2; switch (doorInfo.Direction) { case DoorDirection.E: //→ rect = new Rect2( doorInfo.OriginPosition.x, doorInfo.OriginPosition.y, doorInfo.Cross.x - doorInfo.OriginPosition.x, GenerateDungeon.CorridorWidth ); break; case DoorDirection.W: //← rect = new Rect2( doorInfo.Cross.x + GenerateDungeon.CorridorWidth, doorInfo.Cross.y, doorInfo.OriginPosition.x - (doorInfo.Cross.x + GenerateDungeon.CorridorWidth), GenerateDungeon.CorridorWidth ); break; case DoorDirection.S: //↓ dir1 = 1; rect = new Rect2( doorInfo.OriginPosition.x, doorInfo.OriginPosition.y, GenerateDungeon.CorridorWidth, doorInfo.Cross.y - doorInfo.OriginPosition.y ); break; case DoorDirection.N: //↑ dir1 = 1; rect = new Rect2( doorInfo.Cross.x, doorInfo.Cross.y + GenerateDungeon.CorridorWidth, GenerateDungeon.CorridorWidth, doorInfo.OriginPosition.y - doorInfo.Cross.y ); break; default: rect = new Rect2(); break; } switch (doorInfo.ConnectDoor.Direction) { case DoorDirection.E: //→ rect2 = new Rect2( doorInfo.ConnectDoor.OriginPosition.x, doorInfo.ConnectDoor.OriginPosition.y, doorInfo.Cross.x - doorInfo.ConnectDoor.OriginPosition.x, GenerateDungeon.CorridorWidth ); break; case DoorDirection.W: //← rect2 = new Rect2( doorInfo.Cross.x + GenerateDungeon.CorridorWidth, doorInfo.Cross.y, doorInfo.ConnectDoor.OriginPosition.x - (doorInfo.Cross.x + GenerateDungeon.CorridorWidth), GenerateDungeon.CorridorWidth ); break; case DoorDirection.S: //↓ dir2 = 1; rect2 = new Rect2( doorInfo.ConnectDoor.OriginPosition.x, doorInfo.ConnectDoor.OriginPosition.y, GenerateDungeon.CorridorWidth, doorInfo.Cross.y - doorInfo.ConnectDoor.OriginPosition.y ); break; case DoorDirection.N: //↑ dir2 = 1; rect2 = new Rect2( doorInfo.Cross.x, doorInfo.Cross.y + GenerateDungeon.CorridorWidth, GenerateDungeon.CorridorWidth, doorInfo.ConnectDoor.OriginPosition.y - doorInfo.Cross.y ); break; default: rect2 = new Rect2(); break; } FillRect(floor, config.In, rect.Position, rect.Size); FillRect(floor, config.In, rect2.Position, rect2.Size); FillRect(floor, config.In, doorInfo.Cross, new Vector2(GenerateDungeon.CorridorWidth, GenerateDungeon.CorridorWidth)); } } } } private static void FillRect(TileMap tileMap, TileCellInfo info, Vector2 pos, Vector2 size) { for (int i = 0; i < size.x; i++) { for (int j = 0; j < size.y; j++) { tileMap.SetCell((int)pos.x + i, (int)pos.y + j, info.Id, false, false, false, info.AutotileCoord); } } } private static void ClearRect(TileMap tileMap, Vector2 pos, Vector2 size) { for (int i = 0; i < size.x; i++) { for (int j = 0; j < size.y; j++) { tileMap.SetCell((int)pos.x + i, (int)pos.y + j, -1); } } } }