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DungeonShooting / DungeonShooting_Godot / src / game / room / DungeonManager.cs
@小李xl 小李xl on 28 May 2023 16 KB 结算面板重新开始游戏
  1.  
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using Godot;
  7.  
  8. /// <summary>
  9. /// 地牢管理器
  10. /// </summary>
  11. public partial class DungeonManager : Node2D
  12. {
  13. /// <summary>
  14. /// 起始房间
  15. /// </summary>
  16. public RoomInfo StartRoom => _dungeonGenerator?.StartRoom;
  17. /// <summary>
  18. /// 当前玩家所在的房间
  19. /// </summary>
  20. public RoomInfo ActiveRoom => Player.Current?.AffiliationArea?.RoomInfo;
  21. /// <summary>
  22. /// 当前玩家所在的区域
  23. /// </summary>
  24. public AffiliationArea ActiveAffiliationArea => Player.Current?.AffiliationArea;
  25.  
  26. /// <summary>
  27. /// 是否在地牢里
  28. /// </summary>
  29. public bool IsInDungeon { get; private set; }
  30.  
  31. private DungeonConfig _config;
  32. private DungeonTile _dungeonTile;
  33. private AutoTileConfig _autoTileConfig;
  34. private DungeonGenerator _dungeonGenerator;
  35. //房间内所有静态导航网格数据
  36. private List<NavigationPolygonData> _roomStaticNavigationList;
  37. private World _world;
  38. //用于检查房间敌人的计时器
  39. private int _affiliationIndex = 0;
  40. private float _checkEnemyTimer = 0;
  41.  
  42.  
  43. public DungeonManager()
  44. {
  45. //绑定事件
  46. EventManager.AddEventListener(EventEnum.OnPlayerFirstEnterRoom, OnPlayerFirstEnterRoom);
  47. EventManager.AddEventListener(EventEnum.OnPlayerEnterRoom, OnPlayerEnterRoom);
  48. }
  49. /// <summary>
  50. /// 加载地牢
  51. /// </summary>
  52. public void LoadDungeon(DungeonConfig config, Action finish = null)
  53. {
  54. _config = config;
  55. GameApplication.Instance.StartCoroutine(RunLoadDungeonCoroutine(finish));
  56. }
  57.  
  58. /// <summary>
  59. /// 退出地牢
  60. /// </summary>
  61. public void ExitDungeon(Action finish = null)
  62. {
  63. IsInDungeon = false;
  64. GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(finish));
  65. }
  66.  
  67. public override void _PhysicsProcess(double delta)
  68. {
  69. if (IsInDungeon)
  70. {
  71. _checkEnemyTimer += (float)delta;
  72. if (_checkEnemyTimer >= 1)
  73. {
  74. _checkEnemyTimer %= 1;
  75. //检查房间内的敌人存活状况
  76. OnCheckEnemy();
  77. }
  78. }
  79. }
  80.  
  81. public override void _Process(double delta)
  82. {
  83. if (IsInDungeon)
  84. {
  85. UpdateEnemiesView();
  86. if (GameApplication.Instance.Debug)
  87. {
  88. QueueRedraw();
  89. }
  90. }
  91. }
  92.  
  93. //执行加载地牢协程
  94. private IEnumerator RunLoadDungeonCoroutine(Action finish)
  95. {
  96. //打开 loading UI
  97. UiManager.Open_Loading();
  98. yield return 0;
  99. //创建世界场景
  100. _world = GameApplication.Instance.CreateNewWorld();
  101. yield return new WaitForFixedProcess(10);
  102. //生成地牢房间
  103. _dungeonGenerator = new DungeonGenerator(_config);
  104. _dungeonGenerator.Generate();
  105. yield return 0;
  106. //填充地牢
  107. _autoTileConfig = new AutoTileConfig();
  108. _dungeonTile = new DungeonTile(_world.TileRoot);
  109. _dungeonTile.AutoFillRoomTile(_autoTileConfig, _dungeonGenerator.StartRoom);
  110. yield return 0;
  111. //生成寻路网格, 这一步操作只生成过道的导航
  112. _dungeonTile.GenerateNavigationPolygon(GameConfig.AisleFloorMapLayer);
  113. yield return 0;
  114. //挂载过道导航区域
  115. _dungeonTile.MountNavigationPolygon(_world.TileRoot);
  116. yield return 0;
  117. //过道导航区域数据
  118. _roomStaticNavigationList = new List<NavigationPolygonData>();
  119. _roomStaticNavigationList.AddRange(_dungeonTile.GetPolygonData());
  120. yield return 0;
  121. //门导航区域数据
  122. _roomStaticNavigationList.AddRange(_dungeonTile.GetConnectDoorPolygonData());
  123. yield return new WaitForFixedProcess(10);
  124. //初始化所有房间
  125. _dungeonGenerator.EachRoom(InitRoom);
  126. yield return new WaitForFixedProcess(10);
  127.  
  128. //播放bgm
  129. //SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f);
  130.  
  131. //初始房间创建玩家标记
  132. var playerBirthMark = StartRoom.ActivityMarks.FirstOrDefault(mark => mark.Type == ActivityIdPrefix.ActivityPrefixType.Player);
  133. //创建玩家
  134. var player = ActivityObject.Create<Player>(ActivityIdPrefix.Role + "0001");
  135. if (playerBirthMark != null)
  136. {
  137. player.Position = playerBirthMark.Position;
  138. }
  139. player.Name = "Player";
  140. Player.SetCurrentPlayer(player);
  141. player.PutDown(RoomLayerEnum.YSortLayer);
  142. //玩家手上添加武器
  143. player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0001"));
  144. player.PickUpWeapon(ActivityObject.Create<Weapon>(ActivityIdPrefix.Weapon + "0002"));
  145. GameApplication.Instance.Cursor.SetGuiMode(false);
  146. yield return 0;
  147. //打开游戏中的ui
  148. var roomUi = UiManager.Open_RoomUI();
  149. roomUi.InitData(player);
  150. //派发进入地牢事件
  151. EventManager.EmitEvent(EventEnum.OnEnterDungeon);
  152. IsInDungeon = true;
  153. yield return 0;
  154. //关闭 loading UI
  155. UiManager.Dispose_Loading();
  156. if (finish != null)
  157. {
  158. finish();
  159. }
  160. }
  161.  
  162. private IEnumerator RunExitDungeonCoroutine(Action finish)
  163. {
  164. //打开 loading UI
  165. UiManager.Open_Loading();
  166. yield return 0;
  167. _world.Pause = true;
  168. yield return 0;
  169. _dungeonGenerator.EachRoom(DisposeRoomInfo);
  170. yield return 0;
  171. _dungeonTile = null;
  172. _autoTileConfig = null;
  173. _dungeonGenerator = null;
  174. _roomStaticNavigationList.Clear();
  175. _roomStaticNavigationList = null;
  176. UiManager.Hide_RoomUI();
  177. yield return new WaitForFixedProcess(10);
  178. Player.SetCurrentPlayer(null);
  179. _world = null;
  180. GameApplication.Instance.DestroyWorld();
  181. yield return new WaitForFixedProcess(10);
  182. //鼠标还原
  183. GameApplication.Instance.Cursor.SetGuiMode(false);
  184. //派发退出地牢事件
  185. EventManager.EmitEvent(EventEnum.OnExitDungeon);
  186. yield return 0;
  187. //关闭 loading UI
  188. UiManager.Dispose_Loading();
  189. if (finish != null)
  190. {
  191. finish();
  192. }
  193. }
  194. // 初始化房间
  195. private void InitRoom(RoomInfo roomInfo)
  196. {
  197. //挂载房间导航区域
  198. MountNavFromRoomInfo(roomInfo);
  199. //创建门
  200. CreateDoor(roomInfo);
  201. //创建房间归属区域
  202. CreateRoomAisleAffiliation(roomInfo);
  203. }
  204. //挂载房间导航区域
  205. private void MountNavFromRoomInfo(RoomInfo roomInfo)
  206. {
  207. var polygonArray = roomInfo.RoomSplit.RoomInfo.NavigationList.ToArray();
  208. var polygon = new NavigationPolygon();
  209. var offset = roomInfo.GetOffsetPosition();
  210. for (var i = 0; i < polygonArray.Length; i++)
  211. {
  212. var navigationPolygonData = polygonArray[i];
  213. var polygonPointArray = navigationPolygonData.ConvertPointsToVector2Array();
  214. //这里的位置需要加上房间位置
  215. for (var j = 0; j < polygonPointArray.Length; j++)
  216. {
  217. polygonPointArray[j] = polygonPointArray[j] + roomInfo.GetWorldPosition() - offset;
  218. }
  219. polygon.AddOutline(polygonPointArray);
  220. var points = new List<SerializeVector2>();
  221. for (var j = 0; j < polygonPointArray.Length; j++)
  222. {
  223. points.Add(new SerializeVector2(polygonPointArray[j]));
  224. }
  225. //存入汇总列表
  226. _roomStaticNavigationList.Add(new NavigationPolygonData(navigationPolygonData.Type, points));
  227. }
  228. polygon.MakePolygonsFromOutlines();
  229. var navigationPolygon = new NavigationRegion2D();
  230. navigationPolygon.Name = "NavigationRegion" + (GetChildCount() + 1);
  231. navigationPolygon.NavigationPolygon = polygon;
  232. _world.TileRoot.AddChild(navigationPolygon);
  233. }
  234.  
  235. //创建门
  236. private void CreateDoor(RoomInfo roomInfo)
  237. {
  238. foreach (var doorInfo in roomInfo.Doors)
  239. {
  240. RoomDoor door;
  241. switch (doorInfo.Direction)
  242. {
  243. case DoorDirection.E:
  244. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_e");
  245. door.Position = (doorInfo.OriginPosition + new Vector2(0.5f, 2)) * GameConfig.TileCellSize;
  246. door.ZIndex = GameConfig.TopMapLayer;
  247. break;
  248. case DoorDirection.W:
  249. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_w");
  250. door.Position = (doorInfo.OriginPosition + new Vector2(-0.5f, 2)) * GameConfig.TileCellSize;
  251. door.ZIndex = GameConfig.TopMapLayer;
  252. break;
  253. case DoorDirection.S:
  254. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_s");
  255. door.Position = (doorInfo.OriginPosition + new Vector2(2f, 1.5f)) * GameConfig.TileCellSize;
  256. door.ZIndex = GameConfig.TopMapLayer;
  257. break;
  258. case DoorDirection.N:
  259. door = ActivityObject.Create<RoomDoor>(ActivityIdPrefix.Other + "door_n");
  260. door.Position = (doorInfo.OriginPosition + new Vector2(2f, -0.5f)) * GameConfig.TileCellSize;
  261. door.ZIndex = GameConfig.MiddleMapLayer;
  262. break;
  263. default:
  264. return;
  265. }
  266. doorInfo.Door = door;
  267. door.Init(doorInfo);
  268. door.PutDown(RoomLayerEnum.NormalLayer, false);
  269. }
  270. }
  271.  
  272. //创建房间归属区域
  273. private void CreateRoomAisleAffiliation(RoomInfo roomInfo)
  274. {
  275. var affiliation = new AffiliationArea();
  276. affiliation.Name = "AffiliationArea" + (_affiliationIndex++);
  277. affiliation.Init(roomInfo, new Rect2(
  278. roomInfo.GetWorldPosition() + new Vector2(GameConfig.TileCellSize, GameConfig.TileCellSize),
  279. (roomInfo.Size - new Vector2I(2, 2)) * GameConfig.TileCellSize));
  280. roomInfo.Affiliation = affiliation;
  281. _world.AddChild(affiliation);
  282. }
  283. /// <summary>
  284. /// 玩家第一次进入某个房间回调
  285. /// </summary>
  286. private void OnPlayerFirstEnterRoom(object o)
  287. {
  288. var room = (RoomInfo)o;
  289. room.BeReady();
  290. //如果关门了, 那么房间外的敌人就会丢失目标
  291. if (room.IsSeclusion)
  292. {
  293. var playerAffiliationArea = Player.Current.AffiliationArea;
  294. foreach (var enemy in _world.Enemy_InstanceList)
  295. {
  296. //不与玩家处于同一个房间
  297. if (enemy.AffiliationArea != playerAffiliationArea)
  298. {
  299. if (enemy.StateController.CurrState != AiStateEnum.AiNormal)
  300. {
  301. enemy.StateController.ChangeState(AiStateEnum.AiNormal);
  302. }
  303. }
  304. }
  305. }
  306. }
  307.  
  308. /// <summary>
  309. /// 玩家进入某个房间回调
  310. /// </summary>
  311. private void OnPlayerEnterRoom(object o)
  312. {
  313. }
  314. /// <summary>
  315. /// 检测当前房间敌人是否已经消灭干净, 应当每秒执行一次
  316. /// </summary>
  317. private void OnCheckEnemy()
  318. {
  319. var activeRoom = ActiveRoom;
  320. if (activeRoom != null)// && //activeRoom.IsSeclusion)
  321. {
  322. if (activeRoom.IsSeclusion) //房间处于关上状态
  323. {
  324. if (activeRoom.IsCurrWaveOver()) //所有标记执行完成
  325. {
  326. //是否有存活的敌人
  327. var flag = ActiveAffiliationArea.ExistIncludeItem(
  328. activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy)
  329. );
  330. //GD.Print("当前房间存活数量: " + count);
  331. if (!flag)
  332. {
  333. activeRoom.OnClearRoom();
  334. }
  335. }
  336. }
  337. }
  338. }
  339.  
  340. /// <summary>
  341. /// 更新敌人视野
  342. /// </summary>
  343. private void UpdateEnemiesView()
  344. {
  345. _world.Enemy_IsFindTarget = false;
  346. _world.Enemy_FindTargetAffiliationSet.Clear();
  347. for (var i = 0; i < _world.Enemy_InstanceList.Count; i++)
  348. {
  349. var enemy = _world.Enemy_InstanceList[i];
  350. var state = enemy.StateController.CurrState;
  351. if (state == AiStateEnum.AiFollowUp || state == AiStateEnum.AiSurround) //目标在视野内
  352. {
  353. if (!_world.Enemy_IsFindTarget)
  354. {
  355. _world.Enemy_IsFindTarget = true;
  356. _world.Enemy_FindTargetPosition = Player.Current.GetCenterPosition();
  357. _world.Enemy_FindTargetAffiliationSet.Add(Player.Current.AffiliationArea);
  358. }
  359. _world.Enemy_FindTargetAffiliationSet.Add(enemy.AffiliationArea);
  360. }
  361. }
  362. }
  363.  
  364. private void DisposeRoomInfo(RoomInfo roomInfo)
  365. {
  366. foreach (var activityMark in roomInfo.ActivityMarks)
  367. {
  368. activityMark.QueueFree();
  369. }
  370. roomInfo.ActivityMarks.Clear();
  371. }
  372. public override void _Draw()
  373. {
  374. if (GameApplication.Instance.Debug)
  375. {
  376. if (_dungeonTile != null)
  377. {
  378. //绘制ai寻路区域
  379. Utils.DrawNavigationPolygon(this, _roomStaticNavigationList.ToArray());
  380. }
  381. //绘制房间区域
  382. // if (_dungeonGenerator != null)
  383. // {
  384. // DrawRoomInfo(StartRoom);
  385. // }
  386. //绘制边缘线
  387. }
  388. }
  389. //绘制房间区域, debug 用
  390. private void DrawRoomInfo(RoomInfo room)
  391. {
  392. var cellSize = _world.TileRoot.CellQuadrantSize;
  393. var pos1 = (room.Position + room.Size / 2) * cellSize;
  394. //绘制下一个房间
  395. foreach (var nextRoom in room.Next)
  396. {
  397. var pos2 = (nextRoom.Position + nextRoom.Size / 2) * cellSize;
  398. DrawLine(pos1, pos2, Colors.Red);
  399. DrawRoomInfo(nextRoom);
  400. }
  401.  
  402. DrawString(ResourceManager.DefaultFont16Px, pos1 - new Vector2I(0, 10), "Id: " + room.Id.ToString());
  403. DrawString(ResourceManager.DefaultFont16Px, pos1 + new Vector2I(0, 10), "Layer: " + room.Layer.ToString());
  404.  
  405. //绘制门
  406. foreach (var roomDoor in room.Doors)
  407. {
  408. var originPos = roomDoor.OriginPosition * cellSize;
  409. switch (roomDoor.Direction)
  410. {
  411. case DoorDirection.E:
  412. DrawLine(originPos, originPos + new Vector2(3, 0) * cellSize, Colors.Yellow);
  413. DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos + new Vector2(3, 4) * cellSize,
  414. Colors.Yellow);
  415. break;
  416. case DoorDirection.W:
  417. DrawLine(originPos, originPos - new Vector2(3, 0) * cellSize, Colors.Yellow);
  418. DrawLine(originPos + new Vector2(0, 4) * cellSize, originPos - new Vector2(3, -4) * cellSize,
  419. Colors.Yellow);
  420. break;
  421. case DoorDirection.S:
  422. DrawLine(originPos, originPos + new Vector2(0, 3) * cellSize, Colors.Yellow);
  423. DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos + new Vector2(4, 3) * cellSize,
  424. Colors.Yellow);
  425. break;
  426. case DoorDirection.N:
  427. DrawLine(originPos, originPos - new Vector2(0, 3) * cellSize, Colors.Yellow);
  428. DrawLine(originPos + new Vector2(4, 0) * cellSize, originPos - new Vector2(-4, 3) * cellSize,
  429. Colors.Yellow);
  430. break;
  431. }
  432. //绘制房间区域
  433. DrawRect(new Rect2(room.Position * cellSize, room.Size * cellSize), Colors.Blue, false);
  434.  
  435. if (roomDoor.HasCross && roomDoor.RoomInfo.Id < roomDoor.ConnectRoom.Id)
  436. {
  437. DrawRect(new Rect2(roomDoor.Cross * cellSize, new Vector2(cellSize * 4, cellSize * 4)), Colors.Yellow, false);
  438. }
  439. }
  440. }
  441. }