- using Godot;
- using UI.TileSetEditor;
-
- namespace UI.TileSetEditorTerrain;
-
- public partial class TileSetEditorTerrainPanel : TileSetEditorTerrain
- {
- /// <summary>
- /// 父Ui
- /// </summary>
- public TileSetEditorPanel EditorPanel;
-
- /// <summary>
- /// 正在拖拽的图块
- /// </summary>
- public MaskCell DraggingCell { get; set; }
-
- public UiGrid<RightCell, byte> TopGrid1;
- public UiGrid<RightCell, byte> TopGrid2;
- public UiGrid<RightCell, byte> TopGrid3;
- public UiGrid<RightCell, byte> TopGrid4;
- public UiGrid<BottomCell, Rect2I> BottomGrid;
-
- private bool _refreshGridConnect = false;
-
- public override void OnCreateUi()
- {
- EditorPanel = (TileSetEditorPanel)ParentUi;
- S_DragSprite.Instance.Visible = false;
-
- //改变选中的TileSet资源
- AddEventListener(EventEnum.OnSelectTileSetSource, OnSelectTileSetSource);
- //改变纹理事件
- AddEventListener(EventEnum.OnSetTileTexture, OnSetTileTexture);
- //背景颜色改变
- AddEventListener(EventEnum.OnSetTileSetBgColor, OnChangeTileSetBgColor);
-
- BottomGrid = CreateUiGrid<BottomCell, Rect2I, MaskCell>(S_BottomCell);
- BottomGrid.SetCellOffset(Vector2I.Zero);
- BottomGrid.GridContainer.MouseFilter = MouseFilterEnum.Ignore;
-
- TopGrid1 = InitTopGrid(S_TerrainRoot.L_TerrainTexture1.Instance, GameConfig.TerrainBitSize1, TileSetTerrainInfo.TopLayerType);
- TopGrid2 = InitTopGrid(S_TerrainRoot.L_TerrainTexture2.Instance, GameConfig.TerrainBitSize2, TileSetTerrainInfo.MiddleLayerType);
- TopGrid3 = InitTopGrid(S_TerrainRoot.L_TerrainTexture3.Instance, GameConfig.TerrainBitSize3, TileSetTerrainInfo.FloorLayerType);
- TopGrid4 = InitTopGrid(S_TerrainRoot.L_TerrainTexture3.Instance, GameConfig.TerrainBitSize4, TileSetTerrainInfo.Terrain2x2Type);
-
- OnSetTileTexture(EditorPanel.Texture);
- OnChangeTileSetBgColor(EditorPanel.BgColor);
- }
-
- public override void OnDestroyUi()
- {
-
- }
-
- public override void Process(float delta)
- {
- S_MaskBrush.Instance.Visible = DraggingCell == null;
-
- if (_refreshGridConnect)
- {
- _refreshGridConnect = true;
-
- var terrain = EditorPanel.TileSetSourceInfo.Terrain;
- TopGrid1.ForEach(cell => RefreshConnectTerrainCell(terrain, cell));
- if (EditorPanel.TileSetSourceIndex == 0) //必须选中Main Source
- {
- TopGrid2.ForEach(cell => RefreshConnectTerrainCell(terrain, cell));
- TopGrid3.ForEach(cell => RefreshConnectTerrainCell(terrain, cell));
- }
- }
- }
-
- private UiGrid<RightCell, byte> InitTopGrid(Control texture, Vector2I size, byte type)
- {
- var cellRoot = S_TopBg.L_TerrainRoot.L_CellRoot;
- var sRightCell = cellRoot.L_RightCell;
- sRightCell.Instance.Position = texture.Position;
- var grid = CreateUiGrid<RightCell, byte, TerrainCell>(sRightCell, cellRoot.Instance);
- grid.SetCellOffset(Vector2I.Zero);
- grid.SetColumns(size.X);
- for (var y = 0; y < size.Y; y++)
- {
- for (var x = 0; x < size.X; x++)
- {
- grid.Add(type);
- }
- }
-
- return grid;
- }
-
- //改变选中的TileSet资源
- private void OnSelectTileSetSource(object obj)
- {
- //先清除所有绑定的Terrain
- TopGrid1.ForEach(cell => ((TerrainCell)cell).ClearCell());
- TopGrid2.ForEach(cell => ((TerrainCell)cell).ClearCell());
- TopGrid3.ForEach(cell => ((TerrainCell)cell).ClearCell());
- TopGrid4.ForEach(cell => ((TerrainCell)cell).ClearCell());
- S_TopBg.Instance.SetHoverCell(null);
- S_BottomBg.Instance.SetHoverCell(null);
-
- var sourceIndex = EditorPanel.TileSetSourceIndex;
- if (sourceIndex == 0) //选中Main Source时就只能使用 47 Terrain
- {
- S_TerrainTexture2.Instance.Visible = true;
- S_TerrainTexture3.Instance.Visible = true;
- TopGrid2.Visible = true;
- TopGrid3.Visible = true;
- S_TerrainTexture1.L_Label.Instance.Text = "顶部墙壁";
- S_TerrainTypeButton.Instance.Selected = 0;
- S_TerrainTypeButton.Instance.Visible = false;
- }
- else
- {
- S_TerrainTexture2.Instance.Visible = false;
- S_TerrainTexture3.Instance.Visible = false;
- TopGrid2.Visible = false;
- TopGrid3.Visible = false;
- S_TerrainTexture1.L_Label.Instance.Text = "地形";
- S_TerrainTypeButton.Instance.Visible = true;
- }
-
- //再加载Terrain
- if (obj != null)
- {
- var terrain = ((TileSetSourceInfo)obj).Terrain;
- if (sourceIndex == 0) //选中Main Source
- {
- TopGrid1.ForEach(cell => SetTerrainCellData(terrain, cell));
- TopGrid2.ForEach(cell => SetTerrainCellData(terrain, cell));
- TopGrid3.ForEach(cell => SetTerrainCellData(terrain, cell));
- }
- else if (S_TerrainTypeButton.Instance.Selected == 0) //选中47个Terrain
- {
- TopGrid1.ForEach(cell => SetTerrainCellData(terrain, cell));
- }
- else //选中13格Terrain
- {
- TopGrid4.ForEach(cell => SetTerrainCellData(terrain, cell));
- }
- }
- }
-
- private void SetTerrainCellData(TileSetTerrainInfo terrain, UiCell<RightCell, byte> cell)
- {
- var data = terrain.GetTerrainCell(cell.Index, cell.Data);
- if (data != null)
- {
- var terrainCell = (TerrainCell)cell;
- var x = data[0];
- var y = data[1];
- terrainCell.SetCell(new Rect2I(x, y, GameConfig.TileCellSize, GameConfig.TileCellSize));
- }
- }
-
- private void RefreshConnectTerrainCell(TileSetTerrainInfo terrain, UiCell<RightCell, byte> cell)
- {
- var data = terrain.GetTerrainCell(cell.Index, cell.Data);
- if (data != null)
- {
- var terrainCell = (TerrainCell)cell;
- var x = data[0];
- var y = data[1];
- var index = x / GameConfig.TileCellSize + y / GameConfig.TileCellSize * BottomGrid.GetColumns();
- var maskCell = (MaskCell)BottomGrid.GetCell(index);
- if (maskCell != null)
- {
- //绑定TerrainCell
- maskCell.SetConnectTerrainCell(terrainCell);
- }
- }
- }
-
- /// <summary>
- /// 放置地形Cell纹理
- /// </summary>
- public void OnDropCell(MaskCell maskCell)
- {
- if (EditorPanel.TileSetSourceIndex == 0) //选中Main Source
- {
- var flag = true;
- TopGrid1.ForEach((cell) =>
- {
- flag = !((TerrainCell)cell).OnDropCell(maskCell);
- return flag;
- });
- if (flag)
- {
- TopGrid2.ForEach((cell) =>
- {
- flag = !((TerrainCell)cell).OnDropCell(maskCell);
- return flag;
- });
- }
- if (flag)
- {
- TopGrid3.ForEach((cell) =>
- {
- return ((TerrainCell)cell).OnDropCell(maskCell);
- });
- }
- }
- else if (S_TerrainTypeButton.Instance.Selected == 0) //选中47个Terrain
- {
- TopGrid1.ForEach((cell) =>
- {
- return !((TerrainCell)cell).OnDropCell(maskCell);
- });
- }
- else //选中13格Terrain
- {
- TopGrid4.ForEach((cell) =>
- {
- return !((TerrainCell)cell).OnDropCell(maskCell);
- });
- }
- }
-
- //改变TileSet纹理
- private void OnSetTileTexture(object arg)
- {
- S_BottomBg.Instance.OnChangeTileSetTexture();
-
- BottomGrid.RemoveAll();
- var cellHorizontal = EditorPanel.CellHorizontal;
- if (cellHorizontal <= 0)
- {
- return;
- }
- var cellVertical = EditorPanel.CellVertical;
- BottomGrid.SetColumns(cellHorizontal);
- for (var y = 0; y < cellVertical; y++)
- {
- for (var x = 0; x < cellHorizontal; x++)
- {
- BottomGrid.Add(new Rect2I(x * GameConfig.TileCellSize, y * GameConfig.TileCellSize, GameConfig.TileCellSize, GameConfig.TileCellSize));
- }
- }
-
- _refreshGridConnect = true;
- }
-
- //更改背景颜色
- private void OnChangeTileSetBgColor(object obj)
- {
- S_BottomBg.Instance.Color = EditorPanel.BgColor;
- S_TopBg.Instance.Color = EditorPanel.BgColor;
- }
- }