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DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Text.Json;
  6. using Config;
  7. using Godot;
  8.  
  9. public partial class GameApplication : Node2D
  10. {
  11. public static GameApplication Instance { get; private set; }
  12. /// <summary>
  13. /// 游戏渲染视口
  14. /// </summary>
  15. [Export] public SubViewport SubViewport;
  16.  
  17. /// <summary>
  18. /// SubViewportContainer 组件
  19. /// </summary>
  20. [Export] public SubViewportContainer SubViewportContainer;
  21.  
  22. /// <summary>
  23. /// 场景根节点
  24. /// </summary>
  25. [Export] public Node2D SceneRoot;
  26. /// <summary>
  27. /// 全局根节点
  28. /// </summary>
  29. [Export] public Node2D GlobalNodeRoot;
  30.  
  31. /// <summary>
  32. /// 是否开启调试
  33. /// </summary>
  34. [ExportGroup("Debug")]
  35. [Export] public bool Debug = false;
  36.  
  37. /// <summary>
  38. /// 测试用, 指定生成的房间
  39. /// </summary>
  40. [Export]
  41. public PackedScene[] DesignatedRoom;
  42.  
  43. /// <summary>
  44. /// 鼠标指针
  45. /// </summary>
  46. public Cursor Cursor { get; private set; }
  47. /// <summary>
  48. /// 游戏世界
  49. /// </summary>
  50. public World World { get; private set; }
  51.  
  52. /// <summary>
  53. /// 地牢管理器
  54. /// </summary>
  55. public DungeonManager DungeonManager { get; private set; }
  56. /// <summary>
  57. /// 房间配置
  58. /// </summary>
  59. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  60. /// <summary>
  61. /// 房间配置数据, key: 模板房间资源路径
  62. /// </summary>
  63. public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  64.  
  65. /// <summary>
  66. /// 游戏视图大小
  67. /// </summary>
  68. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  69. /// <summary>
  70. /// 像素缩放
  71. /// </summary>
  72. public int PixelScale { get; private set; } = 4;
  73. /// <summary>
  74. /// 地牢配置信息
  75. /// </summary>
  76. public DungeonConfig DungeonConfig { get; private set; }
  77.  
  78. //开启的协程
  79. private List<CoroutineData> _coroutineList;
  80. public GameApplication()
  81. {
  82. Instance = this;
  83. //初始化配置表
  84. ExcelConfig.Init();
  85. //初始化房间配置数据
  86. InitRoomConfig();
  87. //初始化 ActivityObject
  88. ActivityObject.InitActivity();
  89. //初始化武器数据
  90. Weapon.InitWeaponAttribute();
  91. DungeonConfig = new DungeonConfig();
  92. DungeonConfig.GroupName = "testGroup";
  93. DungeonConfig.RoomCount = 20;
  94. }
  95. public override void _EnterTree()
  96. {
  97. //随机化种子
  98. //GD.Randomize();
  99. //固定帧率
  100. Engine.MaxFps = 60;
  101. //调试绘制开关
  102. ActivityObject.IsDebug = Debug;
  103. //Engine.TimeScale = 0.2f;
  104.  
  105. //窗体大小改变
  106. GetWindow().SizeChanged += OnWindowSizeChanged;
  107. RefreshSubViewportSize();
  108.  
  109. #if TOOLS
  110. InitDesignatedRoom();
  111. #endif
  112. //初始化ui
  113. UiManager.Init();
  114. // 初始化鼠标
  115. InitCursor();
  116. //地牢管理器
  117. DungeonManager = new DungeonManager();
  118. DungeonManager.Name = "DungeonManager";
  119. SceneRoot.AddChild(DungeonManager);
  120. //打开主菜单Ui
  121. UiManager.Open_Main();
  122. }
  123.  
  124. public override void _Process(double delta)
  125. {
  126. var newDelta = (float)delta;
  127. InputManager.Update(newDelta);
  128. //协程更新
  129. if (_coroutineList != null)
  130. {
  131. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  132. }
  133. }
  134.  
  135. /// <summary>
  136. /// 创建新的 World 对象, 相当于清理房间
  137. /// </summary>
  138. public World CreateNewWorld()
  139. {
  140. if (World != null)
  141. {
  142. World.QueueFree();
  143. }
  144. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  145. SceneRoot.AddChild(World);
  146. return World;
  147. }
  148.  
  149. /// <summary>
  150. /// 销毁 World 对象, 相当于清理房间
  151. /// </summary>
  152. public void DestroyWorld()
  153. {
  154. if (World != null)
  155. {
  156. World.QueueFree();
  157. }
  158.  
  159. World = null;
  160. }
  161. /// <summary>
  162. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  163. /// </summary>
  164. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  165. {
  166. //return globalPos;
  167. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  168. }
  169.  
  170. /// <summary>
  171. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  172. /// </summary>
  173. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  174. {
  175. // 3.5写法
  176. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  177. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  178. }
  179. /// <summary>
  180. /// 开启一个协程, 返回协程 id, 协程是在普通帧执行的, 支持: 协程嵌套, WaitForSeconds, WaitForFixedProcess, Task, SignalAwaiter
  181. /// </summary>
  182. public long StartCoroutine(IEnumerator able)
  183. {
  184. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  185. }
  186.  
  187. /// <summary>
  188. /// 根据协程 id 停止协程
  189. /// </summary>
  190. public void StopCoroutine(long coroutineId)
  191. {
  192. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  193. }
  194. /// <summary>
  195. /// 停止所有协程
  196. /// </summary>
  197. public void StopAllCoroutine()
  198. {
  199. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  200. }
  201.  
  202. //初始化房间配置
  203. private void InitRoomConfig()
  204. {
  205. //加载房间配置信息
  206. var file = FileAccess.Open(ResourcePath.resource_map_RoomConfig_json, FileAccess.ModeFlags.Read);
  207. var asText = file.GetAsText();
  208. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  209. file.Dispose();
  210.  
  211. //初始化RoomConfigMap
  212. RoomConfigMap = new Dictionary<string, DungeonRoomSplit>();
  213. foreach (var dungeonRoomGroup in RoomConfig)
  214. {
  215. foreach (var dungeonRoomType in Enum.GetValues<DungeonRoomType>())
  216. {
  217. foreach (var dungeonRoomSplit in dungeonRoomGroup.Value.GetRoomList(dungeonRoomType))
  218. {
  219. RoomConfigMap.Add(dungeonRoomSplit.ScenePath, dungeonRoomSplit);
  220. }
  221. }
  222. }
  223. }
  224.  
  225. //窗体大小改变
  226. private void OnWindowSizeChanged()
  227. {
  228. var size = GetWindow().Size;
  229. ViewportSize = size / PixelScale;
  230. RefreshSubViewportSize();
  231. }
  232. //刷新视窗大小
  233. private void RefreshSubViewportSize()
  234. {
  235. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  236. s.X = s.X / 2 * 2;
  237. s.Y = s.Y / 2 * 2;
  238. SubViewport.Size = s;
  239. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  240. SubViewportContainer.Size = s;
  241. }
  242.  
  243. //初始化鼠标
  244. private void InitCursor()
  245. {
  246. Input.MouseMode = Input.MouseModeEnum.Hidden;
  247. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  248. var cursorLayer = new CanvasLayer();
  249. cursorLayer.Name = "CursorLayer";
  250. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  251. AddChild(cursorLayer);
  252. cursorLayer.AddChild(Cursor);
  253. }
  254.  
  255. #if TOOLS
  256. //调试模式下, 指定生成哪些房间
  257. private void InitDesignatedRoom()
  258. {
  259. if (DesignatedRoom != null && DesignatedRoom.Length > 0)
  260. {
  261. var list = new List<DungeonRoomSplit>();
  262. foreach (var packedScene in DesignatedRoom)
  263. {
  264. if (RoomConfigMap.TryGetValue(packedScene.ResourcePath, out var dungeonRoomSplit))
  265. {
  266. list.Add(dungeonRoomSplit);
  267. }
  268. }
  269. DungeonGenerator.SetDesignatedRoom(list);
  270. }
  271. }
  272. #endif
  273.  
  274. }