using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text.Json; using Godot; namespace Generator; /// <summary> /// 预制房间数据生成器 /// </summary> public static class RoomPackGenerator { private static string currDir = System.Environment.CurrentDirectory; /// <summary> /// 执行生成操作 /// </summary> public static void Generate() { //地图路径 var tileDir = GameConfig.RoomTileDir; //地图描述数据路径 var tileDataDir = GameConfig.RoomTileDataDir; var tileDirInfo = new DirectoryInfo(tileDir); var tileDataDirInfo = new DirectoryInfo(tileDataDir); //所有地图列表 var mapList = new HashSet<string>(); //收集所有名称 var fileDataInfos = tileDataDirInfo.GetFiles(); foreach (var fileInfo in fileDataInfos) { mapList.Add(RemoveExtension(fileInfo.Name)); } //收集所有名称 var fileInfos = tileDirInfo.GetFiles(); foreach (var fileInfo in fileInfos) { if (fileInfo.Extension == ".tscn") { mapList.Add(RemoveExtension(fileInfo.Name)); } } //剔除多余的 tile.json var arrays = mapList.ToArray(); foreach (var item in arrays) { if (!File.Exists(tileDir + item + ".tscn")) { mapList.Remove(item); var filePath = tileDataDir + item + ".json"; if (File.Exists(filePath)) { GD.Print($"未找到'{tileDir + item}.tscn', 删除配置文件: {filePath}"); File.Delete(filePath); } } } //手动生成缺失的 tile.json foreach (var item in mapList) { if (!File.Exists(tileDataDir + item + ".json")) { var tscnName = tileDir + item + ".tscn"; var packedScene = ResourceManager.Load<PackedScene>(tscnName, false); if (packedScene != null) { var dungeonRoomTemplate = packedScene.Instantiate<DungeonRoomTemplate>(); var usedRect = dungeonRoomTemplate.GetUsedRect(); var dungeonTile = new DungeonTile(dungeonRoomTemplate); dungeonTile.SetFloorAtlasCoords(new List<Vector2I>() { new Vector2I(0, 8) }); //计算导航网格 dungeonTile.GenerateNavigationPolygon(0); var polygonData = dungeonTile.GetPolygonData(); DungeonRoomTemplate.SaveConfig(new List<DoorAreaInfo>(), usedRect.Position, usedRect.Size, polygonData.ToList(), item); dungeonRoomTemplate.QueueFree(); } } } var list = new List<DungeonRoomSplit>(); //整合操作 foreach (var item in mapList) { var configPath = tileDataDir + item + ".json"; var configText = File.ReadAllText(configPath); var roomInfo = DungeonRoomTemplate.DeserializeDungeonRoomInfo(configText); var split = new DungeonRoomSplit(); split.ScenePath = ToResPath(tileDir + item + ".tscn"); split.ConfigPath = ToResPath(configPath); split.RoomInfo = roomInfo; list.Add(split); } //写出配置 var config = new JsonSerializerOptions(); config.WriteIndented = true; var text = JsonSerializer.Serialize(list, config); File.WriteAllText(GameConfig.RoomTileConfigFile, text); GD.Print("地牢房间配置, 重新打包完成!"); } private static string ToResPath(string path) { var field = path.Substring(currDir.Length + 1); field = field.Replace("\\", "/"); return "res://" + field; } private static string RemoveExtension(string name) { var index = name.LastIndexOf(".", StringComparison.Ordinal); if (index >= 0) { return name.Substring(0, index); } return name; } }