diff --git a/DungeonShooting_Godot/project.godot b/DungeonShooting_Godot/project.godot index 06a6754..325a35c 100644 --- a/DungeonShooting_Godot/project.godot +++ b/DungeonShooting_Godot/project.godot @@ -21,8 +21,8 @@ [display] -window/size/viewport_width=1920 -window/size/viewport_height=1080 +window/size/viewport_width=1280 +window/size/viewport_height=720 window/stretch/aspect="keep_width" [dotnet] diff --git a/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle2/TileInfo.json b/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle2/TileInfo.json index 438b610..822b3d6 100644 --- a/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle2/TileInfo.json +++ b/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle2/TileInfo.json @@ -1 +1 @@ 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\ No newline at end of file diff --git a/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle3/TileInfo.json b/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle3/TileInfo.json index 514a499..7954779 100644 --- a/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle3/TileInfo.json +++ b/DungeonShooting_Godot/resource/map/tileMaps/Test1/battle/Battle3/TileInfo.json @@ -1 +1 @@ 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\ No newline at end of file diff --git a/DungeonShooting_Godot/scene/Hall.tscn b/DungeonShooting_Godot/scene/Hall.tscn index 0669ca8..bd3f936 100644 --- a/DungeonShooting_Godot/scene/Hall.tscn +++ b/DungeonShooting_Godot/scene/Hall.tscn @@ -1,6 +1,6 @@ [gd_scene load_steps=10 format=3 uid="uid://c2hynqudkykxl"] -[ext_resource type="PackedScene" path="res://scene/Dungeon.tscn" id="1_31od0"] +[ext_resource type="PackedScene" uid="uid://bqf2vks5ggnsp" path="res://scene/Dungeon.tscn" id="1_31od0"] [ext_resource type="Script" path="res://src/game/hall/Hall.cs" id="2_43fdu"] [ext_resource type="Texture2D" uid="uid://b2j5mkqm3uv6w" path="res://resource/sprite/hall/HallBg.png" id="3_p8v6p"] [ext_resource type="Script" path="res://src/game/hall/DungeonEntrance.cs" id="3_t3my6"] diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs index b6d6999..fc03323 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs @@ -205,11 +205,11 @@ /// 物体材质数据 /// public ExcelConfig.ActivityMaterial ActivityMaterial { get; private set; } - + /// /// 所在的 World 对象 /// - public World World { get; private set; } + public World World { get; set; } /// /// 是否开启描边 diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject_Create.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject_Create.cs index 3a63bdd..3805d0f 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject_Create.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject_Create.cs @@ -12,7 +12,7 @@ var world = World.Current; if (world == null) { - throw new Exception("实例化 ActivityObject 前请先调用 'GameApplication.Instance.CreateNewWorld()' 初始化 World 对象"); + throw new Exception("实例化 ActivityObject 前请先调用 'GameApplication.Instance.DungeonManager.CreateNewWorld()' 初始化 World 对象"); } var instance = ResourceManager.LoadAndInstantiate(config.Prefab); instance._InitNode(config, world); diff --git a/DungeonShooting_Godot/src/framework/map/AffiliationArea.cs b/DungeonShooting_Godot/src/framework/map/AffiliationArea.cs index d943e6a..0ebce39 100644 --- a/DungeonShooting_Godot/src/framework/map/AffiliationArea.cs +++ b/DungeonShooting_Godot/src/framework/map/AffiliationArea.cs @@ -85,12 +85,13 @@ activityObject.AffiliationArea._includeItems.Remove(activityObject); } activityObject.AffiliationArea = this; - _includeItems.Add(activityObject); - - //如果是玩家 - if (activityObject == Player.Current) + if (_includeItems.Add(activityObject)) { - CallDeferred(nameof(OnPlayerInsertRoom)); + //如果是玩家 + if (activityObject == Player.Current) + { + CallDeferred(nameof(OnPlayerInsertRoom)); + } } } diff --git a/DungeonShooting_Godot/src/framework/map/fog/FogMaskHandler.cs b/DungeonShooting_Godot/src/framework/map/fog/FogMaskHandler.cs index bff2c40..8b5f06c 100644 --- a/DungeonShooting_Godot/src/framework/map/fog/FogMaskHandler.cs +++ b/DungeonShooting_Godot/src/framework/map/fog/FogMaskHandler.cs @@ -90,48 +90,50 @@ } //Debug.Log("RefreshRoomFog: " + roomInfo.Id); var fogMask = roomInfo.RoomFogMask; - - if (!fogMask.IsExplored) //未探索该区域 + if (fogMask != null) { - fogMask.IsExplored = true; - fogMask.TransitionAlpha(0, 1); - - //小地图亮起该房间 - roomInfo.PreviewSprite.Visible = true; - - //刷新预览区域 - foreach (var roomInfoDoor in roomInfo.Doors) + if (!fogMask.IsExplored) //未探索该区域 { - if (roomInfoDoor.AisleFogMask.IsExplored) //探索过, 执行过道刷新逻辑 + fogMask.IsExplored = true; + fogMask.TransitionAlpha(0, 1); + + //小地图亮起该房间 + roomInfo.PreviewSprite.Visible = true; + + //刷新预览区域 + foreach (var roomInfoDoor in roomInfo.Doors) { - _RefreshAisleFog(roomInfoDoor); - } - else //未探索 - { - //显示预览过道 - roomInfoDoor.PreviewRoomFogMask.SetActive(false); - roomInfoDoor.PreviewAisleFogMask.SetActive(true); - roomInfoDoor.PreviewAisleFogMask.TransitionAlpha(0, 1); + if (roomInfoDoor.AisleFogMask.IsExplored) //探索过, 执行过道刷新逻辑 + { + _RefreshAisleFog(roomInfoDoor); + } + else //未探索 + { + //显示预览过道 + roomInfoDoor.PreviewRoomFogMask.SetActive(false); + roomInfoDoor.PreviewAisleFogMask.SetActive(true); + roomInfoDoor.PreviewAisleFogMask.TransitionAlpha(0, 1); + } } } - } - else //已经探索过 - { - //变亮 - fogMask.TransitionAlpha(GameConfig.DarkFogAlpha, 1); - - foreach (var roomInfoDoor in roomInfo.Doors) + else //已经探索过 { - if (roomInfoDoor.AisleFogMask.IsExplored) //探索过, 执行过道刷新逻辑 + //变亮 + fogMask.TransitionAlpha(GameConfig.DarkFogAlpha, 1); + + foreach (var roomInfoDoor in roomInfo.Doors) { - _RefreshAisleFog(roomInfoDoor); - } - else //未探索 - { - //显示预览过道 - roomInfoDoor.PreviewRoomFogMask.SetActive(false); - roomInfoDoor.PreviewAisleFogMask.SetActive(true); - roomInfoDoor.PreviewAisleFogMask.TransitionAlpha(1); + if (roomInfoDoor.AisleFogMask.IsExplored) //探索过, 执行过道刷新逻辑 + { + _RefreshAisleFog(roomInfoDoor); + } + else //未探索 + { + //显示预览过道 + roomInfoDoor.PreviewRoomFogMask.SetActive(false); + roomInfoDoor.PreviewAisleFogMask.SetActive(true); + roomInfoDoor.PreviewAisleFogMask.TransitionAlpha(1); + } } } } diff --git a/DungeonShooting_Godot/src/game/activity/role/player/Player.cs b/DungeonShooting_Godot/src/game/activity/role/player/Player.cs index e12d441..91eb784 100644 --- a/DungeonShooting_Godot/src/game/activity/role/player/Player.cs +++ b/DungeonShooting_Godot/src/game/activity/role/player/Player.cs @@ -77,6 +77,10 @@ private void DebugSet() { + if (World is Hall) + { + return; + } RoleState.Acceleration = 3000; RoleState.Friction = 3000; RoleState.MoveSpeed = 500; diff --git a/DungeonShooting_Godot/src/game/hall/DungeonEntrance.cs b/DungeonShooting_Godot/src/game/hall/DungeonEntrance.cs index 1df3aa2..65a156c 100644 --- a/DungeonShooting_Godot/src/game/hall/DungeonEntrance.cs +++ b/DungeonShooting_Godot/src/game/hall/DungeonEntrance.cs @@ -14,25 +14,25 @@ { if (body is Player) { - UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.ExitHall(() => + // 验证该组是否满足生成地牢的条件 + var config = GameApplication.Instance.DungeonConfig; + var result = DungeonManager.CheckDungeon(config.GroupName); + if (result.HasError) { - // 验证该组是否满足生成地牢的条件 - var config = GameApplication.Instance.DungeonConfig; - var result = DungeonManager.CheckDungeon(config.GroupName); - if (result.HasError) - { - UiManager.Destroy_Loading(); - EditorWindowManager.ShowTips("警告", "当前组'" + config.GroupName + "'" + result.ErrorMessage + ", 不能生成地牢!"); - } - else + UiManager.Destroy_Loading(); + EditorWindowManager.ShowTips("警告", "当前组'" + config.GroupName + "'" + result.ErrorMessage + ", 不能生成地牢!"); + } + else + { + UiManager.Open_Loading(); + GameApplication.Instance.DungeonManager.ExitHall(true, () => { GameApplication.Instance.DungeonManager.LoadDungeon(config, () => { UiManager.Destroy_Loading(); }); - } - }); + }); + } } } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/EditorPlayManager.cs b/DungeonShooting_Godot/src/game/manager/EditorPlayManager.cs index da7453f..1fdf611 100644 --- a/DungeonShooting_Godot/src/game/manager/EditorPlayManager.cs +++ b/DungeonShooting_Godot/src/game/manager/EditorPlayManager.cs @@ -39,7 +39,7 @@ IsPlay = false; UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.EditorExitDungeon(() => + GameApplication.Instance.DungeonManager.EditorExitDungeon(false, () => { UiManager.Destroy_Loading(); }); @@ -52,7 +52,7 @@ return; } UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.ExitDungeon(() => + GameApplication.Instance.DungeonManager.ExitDungeon(false, () => { GameApplication.Instance.DungeonManager.EditorPlayDungeon(_config, () => { diff --git a/DungeonShooting_Godot/src/game/room/DefaultDungeonRule.cs b/DungeonShooting_Godot/src/game/room/DefaultDungeonRule.cs index 9475d69..21e909a 100644 --- a/DungeonShooting_Godot/src/game/room/DefaultDungeonRule.cs +++ b/DungeonShooting_Godot/src/game/room/DefaultDungeonRule.cs @@ -46,6 +46,11 @@ } else if (nextRoomType == DungeonRoomType.Reward) { + if (Generator.BattleRoomInfos.Count == 0) + { + return prevRoom; + } + foreach (var temp in rewardBindRoom) { if (!excludePrevRoom.Contains(temp)) diff --git a/DungeonShooting_Godot/src/game/room/DungeonManager.cs b/DungeonShooting_Godot/src/game/room/DungeonManager.cs index 20a6cd8..98e060e 100644 --- a/DungeonShooting_Godot/src/game/room/DungeonManager.cs +++ b/DungeonShooting_Godot/src/game/room/DungeonManager.cs @@ -131,9 +131,12 @@ GameApplication.Instance.StartCoroutine(RunLoadHallCoroutine(finish)); } - public void ExitHall(Action finish = null) + /// + /// 退出大厅 + /// + public void ExitHall(bool keepPlayer, Action finish = null) { - GameApplication.Instance.StartCoroutine(RunExitHallCoroutine(finish)); + GameApplication.Instance.StartCoroutine(RunExitHallCoroutine(keepPlayer, finish)); } /// @@ -149,11 +152,11 @@ /// /// 重启地牢 /// - public void RestartDungeon(DungeonConfig config, Action finish = null) + public void RestartDungeon(bool keepPlayer, DungeonConfig config, Action finish = null) { IsEditorMode = false; CurrConfig = config; - ExitDungeon(() => + ExitDungeon(keepPlayer, () => { LoadDungeon(CurrConfig, finish); }); @@ -162,10 +165,10 @@ /// /// 退出地牢 /// - public void ExitDungeon(Action finish = null) + public void ExitDungeon(bool keepPlayer, Action finish = null) { IsInDungeon = false; - GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(finish)); + GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(keepPlayer, finish)); } //------------------------------------------------------------------------------------- @@ -207,10 +210,10 @@ /// /// 在编辑器模式下退出地牢, 并且打开上一个Ui /// - public void EditorExitDungeon(Action finish = null) + public void EditorExitDungeon(bool keepPlayer, Action finish = null) { IsInDungeon = false; - GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(() => + GameApplication.Instance.StartCoroutine(RunExitDungeonCoroutine(keepPlayer, () => { IsEditorMode = false; //显示上一个Ui @@ -309,12 +312,17 @@ yield return 0; //创建玩家 - var player = ActivityObject.Create(ActivityObject.Ids.Id_role0001); - player.Name = "Player"; + var player = Player.Current; + if (player == null) + { + player = ActivityObject.Create(ActivityObject.Ids.Id_role0001); + player.Name = "Player"; + } + player.World = CurrWorld; player.Position = hall.BirthMark.Position; player.PutDown(RoomLayerEnum.YSortLayer); - affiliation.InsertItem(player); Player.SetCurrentPlayer(player); + affiliation.InsertItem(player); player.WeaponPack.PickupItem(ActivityObject.Create(ActivityObject.Ids.Id_weapon0001)); GameApplication.Instance.Cursor.SetGuiMode(false); yield return 0; @@ -330,7 +338,7 @@ } //执行退出大厅流程 - private IEnumerator RunExitHallCoroutine(Action finish) + private IEnumerator RunExitHallCoroutine(bool keepPlayer, Action finish) { IsInDungeon = false; yield return 0; @@ -344,7 +352,18 @@ UiManager.Destroy_RoomUI(); yield return 0; - Player.SetCurrentPlayer(null); + if (!keepPlayer) + { + Player.SetCurrentPlayer(null); + } + else + { + var player = Player.Current; + player.AffiliationArea?.RemoveItem(player); + player.GetParent().RemoveChild(player); + player.World = null; + } + DestroyWorld(); yield return 0; FogMaskHandler.ClearRecordRoom(); @@ -449,15 +468,22 @@ //初始房间创建玩家标记 var playerBirthMark = StartRoomInfo.RoomPreinstall.GetPlayerBirthMark(); //创建玩家 - var player = ActivityObject.Create(ActivityObject.Ids.Id_role0001); + var player = Player.Current; + if (player == null) + { + player = ActivityObject.Create(ActivityObject.Ids.Id_role0001); + player.Name = "Player"; + } if (playerBirthMark != null) { - //player.Position = new Vector2(50, 50); player.Position = playerBirthMark.Position; } - player.Name = "Player"; + + player.World = CurrWorld; player.PutDown(RoomLayerEnum.YSortLayer); Player.SetCurrentPlayer(player); + StartRoomInfo.AffiliationArea.InsertItem(player); + GameApplication.Instance.Cursor.SetGuiMode(false); //打开游戏中的ui UiManager.Open_RoomUI(); @@ -474,7 +500,7 @@ } //执行退出地牢流程 - private IEnumerator RunExitDungeonCoroutine(Action finish) + private IEnumerator RunExitDungeonCoroutine(bool keepPlayer, Action finish) { yield return 0; CurrWorld.Pause = true; @@ -487,7 +513,18 @@ UiManager.Destroy_RoomUI(); yield return 0; - Player.SetCurrentPlayer(null); + if (!keepPlayer) + { + Player.SetCurrentPlayer(null); + } + else + { + var player = Player.Current; + player.AffiliationArea?.RemoveItem(player); + player.GetParent().RemoveChild(player); + player.World = null; + } + DestroyWorld(); yield return 0; FogMaskHandler.ClearRecordRoom(); diff --git a/DungeonShooting_Godot/src/game/ui/pauseMenu/PauseMenuPanel.cs b/DungeonShooting_Godot/src/game/ui/pauseMenu/PauseMenuPanel.cs index e1cc910..2a78dc0 100644 --- a/DungeonShooting_Godot/src/game/ui/pauseMenu/PauseMenuPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/pauseMenu/PauseMenuPanel.cs @@ -52,7 +52,7 @@ else //正常重新开始 { UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.RestartDungeon(GameApplication.Instance.DungeonConfig, () => + GameApplication.Instance.DungeonManager.RestartDungeon(false, GameApplication.Instance.DungeonConfig, () => { UiManager.Destroy_Loading(); }); @@ -70,7 +70,7 @@ else if (World.Current is Dungeon) //在游戏地牢中 { UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.ExitDungeon(() => + GameApplication.Instance.DungeonManager.ExitDungeon(false, () => { GameApplication.Instance.DungeonManager.LoadHall(() => { @@ -81,7 +81,7 @@ else //在大厅中 { UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.ExitHall(() => + GameApplication.Instance.DungeonManager.ExitHall(false, () => { UiManager.Destroy_Loading(); UiManager.Open_Main(); diff --git a/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs b/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs index 59aced6..f1fd9c2 100644 --- a/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/roomMap/RoomMapPanel.cs @@ -147,29 +147,32 @@ _needRefresh.Clear(); } - //更新地图中心点位置 - var playPosition = Player.Current.GetCenterPosition(); - if (!_isMagnifyMap) + if (Player.Current != null) { - S_Root.Instance.Position = CalcRootPosition(playPosition); - } - else - { - S_Root.Instance.Position = CalcRootPosition(playPosition) + _mapOffset; - S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2 + _mapOffset; - } + //更新地图中心点位置 + var playPosition = Player.Current.GetCenterPosition(); + if (!_isMagnifyMap) + { + S_Root.Instance.Position = CalcRootPosition(playPosition); + } + else + { + S_Root.Instance.Position = CalcRootPosition(playPosition) + _mapOffset; + S_Mark.Instance.Position = S_DrawContainer.Instance.Size / 2 + _mapOffset; + } - var area = Player.Current.AffiliationArea; - //传送 - if (_pressMapFlag && _mouseHoverRoom != null && - area != null && !area.RoomInfo.IsSeclusion && - Input.IsMouseButtonPressed(MouseButton.Right)) - { - //执行传送操作 - DoTransmission((_mouseHoverRoom.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize); - ResetMap(); - _isMagnifyMap = false; - World.Current.Pause = false; + var area = Player.Current.AffiliationArea; + //传送 + if (_pressMapFlag && _mouseHoverRoom != null && + area != null && !area.RoomInfo.IsSeclusion && + Input.IsMouseButtonPressed(MouseButton.Right)) + { + //执行传送操作 + DoTransmission((_mouseHoverRoom.Waypoints + new Vector2(0.5f, 0.5f)) * GameConfig.TileCellSize); + ResetMap(); + _isMagnifyMap = false; + World.Current.Pause = false; + } } } diff --git a/DungeonShooting_Godot/src/game/ui/settlement/SettlementPanel.cs b/DungeonShooting_Godot/src/game/ui/settlement/SettlementPanel.cs index 0d6f231..43c2655 100644 --- a/DungeonShooting_Godot/src/game/ui/settlement/SettlementPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/settlement/SettlementPanel.cs @@ -29,7 +29,7 @@ else //正常重新开始 { UiManager.Open_Loading(); - GameApplication.Instance.DungeonManager.RestartDungeon(GameApplication.Instance.DungeonConfig, () => + GameApplication.Instance.DungeonManager.RestartDungeon(false, GameApplication.Instance.DungeonConfig, () => { UiManager.Destroy_Loading(); }); @@ -46,7 +46,7 @@ } else //正常关闭Ui { - GameApplication.Instance.DungeonManager.ExitDungeon(() => + GameApplication.Instance.DungeonManager.ExitDungeon(false, () => { UiManager.Open_Main(); });