using System.Collections.Generic; using Godot; /// <summary> /// 房间的数据描述 /// </summary> public class RoomInfo : IDestroy { public RoomInfo(int id, DungeonRoomSplit roomSplit) { Id = id; RoomSplit = roomSplit; } /// <summary> /// 房间 id /// </summary> public int Id; /// <summary> /// 层级, 也就是离初始房间间隔多少个房间 /// </summary> public int Layer; /// <summary> /// 生成该房间使用的配置数据 /// </summary> public DungeonRoomSplit RoomSplit; /// <summary> /// 房间大小, 单位: 格 /// </summary> public Vector2I Size; /// <summary> /// 房间位置, 单位: 格 /// </summary> public Vector2I Position; /// <summary> /// 门 /// </summary> public List<RoomDoorInfo> Doors = new List<RoomDoorInfo>(); /// <summary> /// 连接该房间的过道占用区域信息 /// </summary> public List<Rect2> AisleArea = new List<Rect2>(); /// <summary> /// 下一个房间 /// </summary> public List<RoomInfo> Next = new List<RoomInfo>(); /// <summary> /// 上一个房间 /// </summary> public RoomInfo Prev; /// <summary> /// 物体生成标记 /// </summary> public List<ActivityMark> ActivityMarks = new List<ActivityMark>(); /// <summary> /// 当前房间归属区域 /// </summary> public AffiliationArea Affiliation; /// <summary> /// 是否处于闭关状态, 也就是房间门没有主动打开 /// </summary> public bool IsSeclusion { get; private set; } = false; public bool IsDestroyed { get; private set; } private bool _beReady = false; private bool _waveStart = false; private int _currWaveIndex = 0; private int _currWaveNumber = 0; private List<ActivityMark> _currActivityMarks = new List<ActivityMark>(); /// <summary> /// 获取房间的全局坐标, 单位: 像素 /// </summary> public Vector2 GetWorldPosition() { return new Vector2( Position.X * GameConfig.TileCellSize, Position.Y * GameConfig.TileCellSize ); } /// <summary> /// 获取房间左上角的 Tile 距离全局坐标原点的偏移, 单位: 像素 /// </summary> /// <returns></returns> public Vector2 GetOffsetPosition() { return RoomSplit.RoomInfo.Position.AsVector2() * GameConfig.TileCellSize; } /// <summary> /// 获取房间横轴结束位置, 单位: 格 /// </summary> public int GetHorizontalEnd() { return Position.X + Size.X; } /// <summary> /// 获取房间纵轴结束位置, 单位: 格 /// </summary> public int GetVerticalEnd() { return Position.Y + Size.Y; } /// <summary> /// 获取房间横轴开始位置, 单位: 格 /// </summary> public int GetHorizontalStart() { return Position.X; } /// <summary> /// 获取房间纵轴开始位置, 单位: 格 /// </summary> public int GetVerticalStart() { return Position.Y; } public void Destroy() { if (IsDestroyed) { return; } IsDestroyed = true; foreach (var nextRoom in Next) { nextRoom.Destroy(); } Next.Clear(); foreach (var activityMark in ActivityMarks) { activityMark.QueueFree(); } ActivityMarks.Clear(); } /// <summary> /// 房间准备好了, 准备刷敌人, 并且关闭所有门, /// 当清完每一波刷新的敌人后即可开门 /// </summary> public void BeReady() { //没有标记, 啥都不要做 if (ActivityMarks.Count == 0) { _beReady = true; IsSeclusion = false; return; } IsSeclusion = true; _waveStart = false; if (!_beReady) { _beReady = true; //按照 WaveNumber 排序 ActivityMarks.Sort((x, y) => { return x.WaveNumber - y.WaveNumber; }); } //不是初始房间才能关门 if (RoomSplit.RoomInfo.RoomType != DungeonRoomType.Inlet) { //关门 foreach (var doorInfo in Doors) { doorInfo.Door.CloseDoor(); } } //执行第一波生成 NextWave(); } /// <summary> /// 当前房间所有敌人都被清除了 /// </summary> public void OnClearRoom() { if (_currWaveIndex >= ActivityMarks.Count) //所有 mark 全部走完了 { IsSeclusion = false; _currActivityMarks.Clear(); //开门 if (RoomSplit.RoomInfo.RoomType != DungeonRoomType.Inlet) { foreach (var doorInfo in Doors) { doorInfo.Door.OpenDoor(); } } } else //执行下一波 { NextWave(); } } /// <summary> /// 返回当前这一波所有的标记的 Doing 函数是否执行完成 /// </summary> public bool IsCurrWaveOver() { for (var i = 0; i < _currActivityMarks.Count; i++) { if (!_currActivityMarks[i].IsOver()) { return false; } } return true; } /// <summary> /// 执行下一轮标记 /// </summary> private void NextWave() { if (!_waveStart) { _waveStart = true; _currWaveIndex = 0; _currWaveNumber = ActivityMarks[0].WaveNumber; } GD.Print("执行下一波, 当前: " + _currWaveNumber); _currActivityMarks.Clear(); //根据标记生成对象 for (; _currWaveIndex < ActivityMarks.Count; _currWaveIndex++) { var mark = ActivityMarks[_currWaveIndex]; if (mark.WaveNumber != _currWaveNumber) //当前这波已经执行完成了 { _currWaveNumber = mark.WaveNumber; break; } else //生成操作 { mark.BeReady(this); _currActivityMarks.Add(mark); } } } }