- using System.Collections.Generic;
- using Godot;
-
- /// <summary>
- /// 游戏世界
- /// </summary>
- public partial class World : Node2D
- {
- /// <summary>
- /// //对象根节点
- /// </summary>
- [Export] public Node2D NormalLayer;
-
- /// <summary>
- /// 对象根节点, 带y轴排序功能
- /// </summary>
- [Export] public Node2D YSortLayer;
-
- /// <summary>
- /// 地图根节点
- /// </summary>
- [Export] public TileMap TileRoot;
-
- /// <summary>
- /// 是否暂停
- /// </summary>
- public bool Pause
- {
- get => _pause;
- set
- {
- if (_pause != value)
- {
- _pause = value;
- if (value)
- {
- ProcessMode = ProcessModeEnum.WhenPaused;
- }
- else
- {
- ProcessMode = ProcessModeEnum.Inherit;
- }
- }
- }
- }
-
- /// <summary>
- /// 所有被扔在地上的武器
- /// </summary>
- public HashSet<Weapon> Weapon_UnclaimedWeapons { get; } = new HashSet<Weapon>();
-
- /// <summary>
- /// 记录所有存活的敌人
- /// </summary>
- public List<Enemy> Enemy_InstanceList { get; } = new List<Enemy>();
-
- /// <summary>
- /// 公共属性, 敌人是否找到目标, 如果找到目标, 则与目标同房间的所有敌人都会知道目标的位置
- /// </summary>
- public bool Enemy_IsFindTarget { get; set; }
-
- /// <summary>
- /// 公共属性, 敌人在哪个区域找到的目标, 所有该区域下的敌人都会知道目标的位置
- /// </summary>
- public HashSet<AffiliationArea> Enemy_FindTargetAffiliationSet { get; } = new HashSet<AffiliationArea>();
-
- /// <summary>
- /// 公共属性, 敌人找到的目标的位置, 如果目标在视野内, 则一直更新
- /// </summary>
- public Vector2 EnemyFindTargetPosition { get; set; }
-
- private bool _pause = false;
-
- public override void _Ready()
- {
- TileRoot.YSortEnabled = false;
- }
-
- /// <summary>
- /// 获取指定层级根节点
- /// </summary>
- public Node2D GetRoomLayer(RoomLayerEnum layerEnum)
- {
- switch (layerEnum)
- {
- case RoomLayerEnum.NormalLayer:
- return NormalLayer;
- case RoomLayerEnum.YSortLayer:
- return YSortLayer;
- }
-
- return null;
- }
-
- }