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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.Linq;
  6. using System.Text.Json;
  7. using Config;
  8. using Godot;
  9. using UI.BottomTips;
  10.  
  11. public partial class GameApplication : Node2D, ICoroutine
  12. {
  13. public static GameApplication Instance { get; private set; }
  14. /// <summary>
  15. /// 游戏渲染视口
  16. /// </summary>
  17. [Export] public SubViewport SubViewport;
  18.  
  19. /// <summary>
  20. /// SubViewportContainer 组件
  21. /// </summary>
  22. [Export] public SubViewportContainer SubViewportContainer;
  23.  
  24. /// <summary>
  25. /// 场景根节点
  26. /// </summary>
  27. [Export] public Node2D SceneRoot;
  28. /// <summary>
  29. /// 全局根节点
  30. /// </summary>
  31. [Export] public Node2D GlobalNodeRoot;
  32.  
  33. /// <summary>
  34. /// 是否开启调试
  35. /// </summary>
  36. [ExportGroup("Debug")]
  37. [Export] public bool Debug;
  38.  
  39. /// <summary>
  40. /// 鼠标指针
  41. /// </summary>
  42. public Cursor Cursor { get; private set; }
  43. /// <summary>
  44. /// 游戏世界
  45. /// </summary>
  46. public World World { get; private set; }
  47.  
  48. /// <summary>
  49. /// 地牢管理器
  50. /// </summary>
  51. public DungeonManager DungeonManager { get; private set; }
  52. /// <summary>
  53. /// 房间配置
  54. /// </summary>
  55. public Dictionary<string, DungeonRoomGroup> RoomConfig { get; private set; }
  56. // /// <summary>
  57. // /// 房间配置数据, key: 模板房间资源路径
  58. // /// </summary>
  59. // public Dictionary<string, DungeonRoomSplit> RoomConfigMap { get; private set; }
  60.  
  61. /// <summary>
  62. /// 游戏视图大小
  63. /// </summary>
  64. public Vector2 ViewportSize { get; private set; } = new Vector2(480, 270);
  65. /// <summary>
  66. /// 像素缩放
  67. /// </summary>
  68. public int PixelScale { get; private set; } = 4;
  69. /// <summary>
  70. /// 地牢配置信息
  71. /// </summary>
  72. public DungeonConfig DungeonConfig { get; private set; }
  73.  
  74. //开启的协程
  75. private List<CoroutineData> _coroutineList;
  76. public GameApplication()
  77. {
  78. Instance = this;
  79.  
  80. //初始化配置表
  81. ExcelConfig.Init();
  82. //初始化房间配置数据
  83. InitRoomConfig();
  84. //初始化 ActivityObject
  85. ActivityObject.InitActivity();
  86. //初始化武器数据
  87. Weapon.InitWeaponAttribute();
  88. DungeonConfig = new DungeonConfig();
  89. DungeonConfig.GroupName = RoomConfig.FirstOrDefault().Key;
  90. DungeonConfig.RoomCount = 20;
  91. }
  92. public override void _EnterTree()
  93. {
  94. //背景颜色
  95. RenderingServer.SetDefaultClearColor(new Color(0, 0, 0, 1));
  96. //随机化种子
  97. //GD.Randomize();
  98. //固定帧率
  99. Engine.MaxFps = 60;
  100. //调试绘制开关
  101. Debug = true;
  102. ActivityObject.IsDebug = Debug;
  103. //Engine.TimeScale = 0.2f;
  104. //调整窗口分辨率
  105. OnWindowSizeChanged();
  106. RefreshSubViewportSize();
  107. //窗体大小改变
  108. GetWindow().SizeChanged += OnWindowSizeChanged;
  109. ImageCanvas.Init(GetTree().CurrentScene);
  110. //初始化ui
  111. UiManager.Init();
  112. //调试Ui
  113. UiManager.Open_Debugger();
  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.  
  121. MapProjectManager.Init();
  122. BottomTipsPanel.Init();
  123. //打开主菜单Ui
  124. UiManager.Open_Main();
  125. //UiManager.Open_MapEditorProject();
  126. }
  127.  
  128. public override void _Process(double delta)
  129. {
  130. var newDelta = (float)delta;
  131. InputManager.Update(newDelta);
  132. SoundManager.Update(newDelta);
  133. //协程更新
  134. ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta);
  135. }
  136.  
  137. /// <summary>
  138. /// 创建新的 World 对象, 相当于清理房间
  139. /// </summary>
  140. public World CreateNewWorld()
  141. {
  142. if (World != null)
  143. {
  144. ClearWorld();
  145. World.QueueFree();
  146. }
  147. World = ResourceManager.LoadAndInstantiate<World>(ResourcePath.scene_World_tscn);
  148. SceneRoot.AddChild(World);
  149. return World;
  150. }
  151.  
  152. /// <summary>
  153. /// 销毁 World 对象, 相当于清理房间
  154. /// </summary>
  155. public void DestroyWorld()
  156. {
  157. //销毁所有物体
  158. if (World != null)
  159. {
  160. ClearWorld();
  161. World.QueueFree();
  162. }
  163. //销毁池中所有物体
  164. ObjectPool.DisposeAllItem();
  165.  
  166. World = null;
  167. }
  168. /// <summary>
  169. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  170. /// </summary>
  171. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  172. {
  173. //return globalPos;
  174. return globalPos / PixelScale - (ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  175. }
  176.  
  177. /// <summary>
  178. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  179. /// </summary>
  180. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  181. {
  182. // 3.5写法
  183. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  184. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (ViewportSize / 2)) * PixelScale;
  185. }
  186. public long StartCoroutine(IEnumerator able)
  187. {
  188. return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able);
  189. }
  190. public void StopCoroutine(long coroutineId)
  191. {
  192. ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId);
  193. }
  194.  
  195. public bool IsCoroutineOver(long coroutineId)
  196. {
  197. return ProxyCoroutineHandler.ProxyIsCoroutineOver(ref _coroutineList, coroutineId);
  198. }
  199.  
  200. public void StopAllCoroutine()
  201. {
  202. ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList);
  203. }
  204.  
  205. public void SetRoomConfig(Dictionary<string,DungeonRoomGroup> roomConfig)
  206. {
  207. RoomConfig = roomConfig;
  208. InitReadyRoom();
  209. }
  210.  
  211. //初始化房间配置
  212. private void InitRoomConfig()
  213. {
  214. //加载房间配置信息
  215. var asText = ResourceManager.LoadText("res://" + GameConfig.RoomTileDir + GameConfig.RoomGroupConfigFile);
  216. RoomConfig = JsonSerializer.Deserialize<Dictionary<string, DungeonRoomGroup>>(asText);
  217.  
  218. InitReadyRoom();
  219. }
  220. //初始化房间数据
  221. private void InitReadyRoom()
  222. {
  223. foreach (var dungeonRoomGroup in RoomConfig)
  224. {
  225. RemoveUnreadyRooms(dungeonRoomGroup.Value.BattleList);
  226. RemoveUnreadyRooms(dungeonRoomGroup.Value.InletList);
  227. RemoveUnreadyRooms(dungeonRoomGroup.Value.OutletList);
  228. RemoveUnreadyRooms(dungeonRoomGroup.Value.BossList);
  229. RemoveUnreadyRooms(dungeonRoomGroup.Value.ShopList);
  230. RemoveUnreadyRooms(dungeonRoomGroup.Value.RewardList);
  231. RemoveUnreadyRooms(dungeonRoomGroup.Value.EventList);
  232. }
  233. }
  234. //移除未准备好的房间
  235. private void RemoveUnreadyRooms(List<DungeonRoomSplit> roomInfos)
  236. {
  237. for (var i = 0; i < roomInfos.Count; i++)
  238. {
  239. if (roomInfos[i].ErrorType != RoomErrorType.None) //存在错误
  240. {
  241. roomInfos.RemoveAt(i);
  242. i--;
  243. }
  244. }
  245. }
  246.  
  247. //窗体大小改变
  248. private void OnWindowSizeChanged()
  249. {
  250. var size = GetWindow().Size;
  251. ViewportSize = size / PixelScale;
  252. RefreshSubViewportSize();
  253. }
  254. //刷新视窗大小
  255. private void RefreshSubViewportSize()
  256. {
  257. var s = new Vector2I((int)ViewportSize.X, (int)ViewportSize.Y);
  258. s.X = s.X / 2 * 2;
  259. s.Y = s.Y / 2 * 2;
  260. SubViewport.Size = s;
  261. SubViewportContainer.Scale = new Vector2(PixelScale, PixelScale);
  262. SubViewportContainer.Size = s;
  263. }
  264.  
  265. //初始化鼠标
  266. private void InitCursor()
  267. {
  268. Cursor = ResourceManager.LoadAndInstantiate<Cursor>(ResourcePath.prefab_Cursor_tscn);
  269. var cursorLayer = new CanvasLayer();
  270. cursorLayer.Name = "CursorLayer";
  271. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  272. AddChild(cursorLayer);
  273. cursorLayer.AddChild(Cursor);
  274. }
  275.  
  276. //清理世界
  277. private void ClearWorld()
  278. {
  279. var childCount = World.NormalLayer.GetChildCount();
  280. for (var i = 0; i < childCount; i++)
  281. {
  282. var c = World.NormalLayer.GetChild(i);
  283. if (c is IDestroy destroy)
  284. {
  285. destroy.Destroy();
  286. }
  287. }
  288. childCount = World.YSortLayer.GetChildCount();
  289. for (var i = 0; i < childCount; i++)
  290. {
  291. var c = World.YSortLayer.GetChild(i);
  292. if (c is IDestroy destroy)
  293. {
  294. destroy.Destroy();
  295. }
  296. }
  297. }
  298. }