using Godot; using UI.TileSetEditor; namespace UI.TileSetEditorTerrain; public partial class TileSetEditorTerrainPanel : TileSetEditorTerrain { /// <summary> /// 父Ui /// </summary> public TileSetEditorPanel EditorPanel; /// <summary> /// 是否正在拖拽图块 /// </summary> public bool IsDraggingCell { get; set; } private UiGrid<RightCell, byte> _topGrid1; private UiGrid<RightCell, byte> _topGrid2; private UiGrid<RightCell, byte> _topGrid3; private UiGrid<BottomCell, Rect2I> _bottomGrid; public override void OnCreateUi() { EditorPanel = (TileSetEditorPanel)ParentUi; //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); _topGrid1 = InitTopGrid(S_TerrainRoot.L_TerrainTexture1.Instance, GameConfig.TerrainBitSize1, 1); _topGrid2 = InitTopGrid(S_TerrainRoot.L_TerrainTexture2.Instance, GameConfig.TerrainBitSize2, 2); _topGrid3 = InitTopGrid(S_TerrainRoot.L_TerrainTexture3.Instance, GameConfig.TerrainBitSize3, 3); OnSetTileTexture(EditorPanel.Texture); OnChangeTileSetBgColor(EditorPanel.BgColor); } public override void OnDestroyUi() { } public override void Process(float delta) { S_MaskBrush.Instance.Visible = !IsDraggingCell; } 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 => cell.CellNode.Instance.ClearCell()); _topGrid2.ForEach(cell => cell.CellNode.Instance.ClearCell()); _topGrid3.ForEach(cell => cell.CellNode.Instance.ClearCell()); //再加载Terrain if (obj != null) { var terrain = ((TileSetSourceInfo)obj).Terrain; _topGrid1.ForEach(cell => { var ints = EditorTileSetManager.GetTileSetTerrainBit(terrain, cell.Index, cell.Data); if (ints != null) { cell.CellNode.Instance.SetCell(new Rect2I(ints[0], ints[1], GameConfig.TileCellSize, GameConfig.TileCellSize)); } }); _topGrid2.ForEach(cell => { var ints = EditorTileSetManager.GetTileSetTerrainBit(terrain, cell.Index, cell.Data); if (ints != null) { cell.CellNode.Instance.SetCell(new Rect2I(ints[0], ints[1], GameConfig.TileCellSize, GameConfig.TileCellSize)); } }); _topGrid3.ForEach(cell => { var ints = EditorTileSetManager.GetTileSetTerrainBit(terrain, cell.Index, cell.Data); if (ints != null) { cell.CellNode.Instance.SetCell(new Rect2I(ints[0], ints[1], GameConfig.TileCellSize, GameConfig.TileCellSize)); } }); } } //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)); } } } //更改背景颜色 private void OnChangeTileSetBgColor(object obj) { S_BottomBg.Instance.Color = EditorPanel.BgColor; S_TopBg.Instance.Color = EditorPanel.BgColor; } }