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DungeonShooting / DungeonShooting_Godot / src / framework / map / RoomDoorInfo.cs
  1.  
  2. using Godot;
  3.  
  4. /// <summary>
  5. /// 房间的门
  6. /// </summary>
  7. public class RoomDoorInfo
  8. {
  9. /// <summary>
  10. /// 所在墙面方向
  11. /// </summary>
  12. public DoorDirection Direction;
  13.  
  14. /// <summary>
  15. /// 所在的房间
  16. /// </summary>
  17. public RoomInfo RoomInfo;
  18.  
  19. /// <summary>
  20. /// 连接的门
  21. /// </summary>
  22. public RoomDoorInfo ConnectDoor;
  23.  
  24. /// <summary>
  25. /// 连接的房间
  26. /// </summary>
  27. public RoomInfo ConnectRoom;
  28.  
  29. /// <summary>
  30. /// 原点坐标, 单位: 格
  31. /// </summary>
  32. public Vector2I OriginPosition;
  33.  
  34. /// <summary>
  35. /// 与下一道门是否有交叉点
  36. /// </summary>
  37. public bool HasCross;
  38.  
  39. /// <summary>
  40. /// 与下一道门的交叉点, 单位: 格
  41. /// </summary>
  42. public Vector2I Cross;
  43.  
  44. /// <summary>
  45. /// 占位导航网格
  46. /// </summary>
  47. public DoorNavigationInfo Navigation;
  48.  
  49. /// <summary>
  50. /// 门实例
  51. /// </summary>
  52. public RoomDoor Door;
  53.  
  54. /// <summary>
  55. /// 世界坐标下的原点坐标, 单位: 像素
  56. /// </summary>
  57. public Vector2I GetWorldOriginPosition()
  58. {
  59. return new Vector2I(
  60. OriginPosition.X * GameConfig.TileCellSize,
  61. OriginPosition.Y * GameConfig.TileCellSize
  62. );
  63. }
  64. }