diff --git a/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/Preview.png b/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/Preview.png index fa1c7d6..d6290c0 100644 --- a/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/Preview.png +++ b/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/Preview.png Binary files differ diff --git a/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/TileInfo.json b/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/TileInfo.json index 6e7dcaa..c0ec3fa 100644 --- a/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/TileInfo.json +++ b/DungeonShooting_Godot/resource/map/tileMaps/TestGroup1/battle/Battle3/TileInfo.json @@ -1 +1 @@ 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\ No newline at end of file diff --git a/DungeonShooting_Godot/src/framework/map/fog/RoomFogMask.cs b/DungeonShooting_Godot/src/framework/map/fog/RoomFogMask.cs index d78fbfb..3a60d80 100644 --- a/DungeonShooting_Godot/src/framework/map/fog/RoomFogMask.cs +++ b/DungeonShooting_Godot/src/framework/map/fog/RoomFogMask.cs @@ -121,37 +121,37 @@ //说明是外层墙壁 if (tileMap.GetCellAtlasCoords(GameConfig.TopMapLayer, pos) == wallCoord) { - //FillBlock(i, j, image); - var left = IsNotWallCell(tileMap, new Vector2I(pos.X + 1, pos.Y), wallCoord); - var right = IsNotWallCell(tileMap, new Vector2I(pos.X - 1, pos.Y), wallCoord); - var top = IsNotWallCell(tileMap, new Vector2I(pos.X, pos.Y + 1), wallCoord); - var down = IsNotWallCell(tileMap, new Vector2I(pos.X, pos.Y - 1), wallCoord); - var c = 0; - if (left) c++; - if (right) c++; - if (top) c++; - if (down) c++; - //判断方向 - if ((left && right) || (top && down) || c > 2) + var left = IsEmptyCell(tileMap, new Vector2I(pos.X - 1, pos.Y)); + var right = IsEmptyCell(tileMap, new Vector2I(pos.X + 1, pos.Y)); + var top = IsEmptyCell(tileMap, new Vector2I(pos.X, pos.Y - 1)); + var down = IsEmptyCell(tileMap, new Vector2I(pos.X, pos.Y + 1)); + + var leftTop = IsEmptyCell(tileMap, new Vector2I(pos.X - 1, pos.Y - 1)); + var leftDown = IsEmptyCell(tileMap, new Vector2I(pos.X - 1, pos.Y + 1)); + var rightTop = IsEmptyCell(tileMap, new Vector2I(pos.X + 1, pos.Y - 1)); + var rightDown = IsEmptyCell(tileMap, new Vector2I(pos.X + 1, pos.Y + 1)); + + if (!left && !right && !top && !down && !leftTop && !leftDown && !rightTop && !rightDown) { continue; } - else if (left && top) //内轮廓左上 + else if (leftTop && left && top) //外轮廓, 左上 { - FillTransitionImage(i, j, image, _inLeftTopTransition); + FillTransitionImage(i, j, image, _leftTopTransition); } - else if (left && down) //内轮廓左下 + else if (leftDown && left && down) //外轮廓, 左下 { - FillTransitionImage(i, j, image, _inLeftDownTransition); + FillTransitionImage(i, j, image, _leftDownTransition); } - else if (right && top) //内轮廓右上 + else if (rightTop && right && top) //外轮廓, 右上 { - FillTransitionImage(i, j, image, _inRightTopTransition); + FillTransitionImage(i, j, image, _rightTopTransition); } - else if (right && down) //内轮廓右下 + else if (rightDown && right && down) //外轮廓, 右下 { - FillTransitionImage(i, j, image, _inRightDownTransition); + FillTransitionImage(i, j, image, _rightDownTransition); } + //------------------------- else if (left) //左 { FillTransitionImage(i, j, image, _leftTransition); @@ -168,22 +168,24 @@ { FillTransitionImage(i, j, image, _downTransition); } - else if (IsNotWallCell(tileMap, new Vector2I(pos.X + 1, pos.Y + 1), wallCoord)) //外轮廓左上 + //-------------------------- + else if (leftTop) //内轮廓, 左上 { - FillTransitionImage(i, j, image, _leftTopTransition); + FillTransitionImage(i, j, image, _inLeftTopTransition); } - else if (IsNotWallCell(tileMap, new Vector2I(pos.X + 1, pos.Y - 1), wallCoord)) //外轮廓左下 + else if (leftDown) //内轮廓, 左下 { - FillTransitionImage(i, j, image, _leftDownTransition); + FillTransitionImage(i, j, image, _inLeftDownTransition); } - else if (IsNotWallCell(tileMap, new Vector2I(pos.X - 1, pos.Y + 1), wallCoord)) //外轮廓右上 + else if (rightTop) //内轮廓, 右上 { - FillTransitionImage(i, j, image, _rightTopTransition); + FillTransitionImage(i, j, image, _inRightTopTransition); } - else if (IsNotWallCell(tileMap, new Vector2I(pos.X - 1, pos.Y - 1), wallCoord)) //外轮廓右下 + else if (rightDown) //内轮廓, 右下 { - FillTransitionImage(i, j, image, _rightDownTransition); + FillTransitionImage(i, j, image, _inRightDownTransition); } + //------------------------ else //全黑 { FillBlock(i, j, image); @@ -215,6 +217,12 @@ ); } + private bool IsEmptyCell(TileMap tileMap, Vector2I pos) + { + return tileMap.GetCellSourceId(GameConfig.TopMapLayer, pos) == -1 && + tileMap.GetCellSourceId(GameConfig.MiddleMapLayer, pos) == -1; + } + //判断是否是墙壁 private bool IsNotWallCell(TileMap tileMap, Vector2I pos, Vector2I wallCoord) {