diff --git a/DungeonShooting_Godot/prefab/ui/Debugger.tscn b/DungeonShooting_Godot/prefab/ui/Debugger.tscn index fcd8420..838c027 100644 --- a/DungeonShooting_Godot/prefab/ui/Debugger.tscn +++ b/DungeonShooting_Godot/prefab/ui/Debugger.tscn @@ -60,10 +60,10 @@ [node name="HoverButton" type="Button" parent="."] layout_mode = 0 -offset_left = 18.0 -offset_top = 169.0 -offset_right = 46.0 -offset_bottom = 193.0 +offset_left = 15.0 +offset_top = 511.0 +offset_right = 43.0 +offset_bottom = 535.0 scale = Vector2(2, 2) icon = ExtResource("2_acjpv") flat = true @@ -74,8 +74,8 @@ anchors_preset = 5 anchor_left = 0.5 anchor_right = 0.5 -offset_left = -4.5 -offset_right = 4.5 +offset_left = 400.0 +offset_right = 504.0 offset_bottom = 40.0 grow_horizontal = 2 text = "FPS:60" diff --git a/DungeonShooting_Godot/prefab/ui/Main.tscn b/DungeonShooting_Godot/prefab/ui/Main.tscn index adb11ae..74a3011 100644 --- a/DungeonShooting_Godot/prefab/ui/Main.tscn +++ b/DungeonShooting_Godot/prefab/ui/Main.tscn @@ -54,7 +54,7 @@ layout_mode = 2 theme = ExtResource("2_bbd6i") theme_override_font_sizes/font_size = 32 -text = "开发者工具" +text = "地图编辑器" [node name="Setting" type="Button" parent="VBoxContainer/ButtonList"] custom_minimum_size = Vector2(0, 50) diff --git a/DungeonShooting_Godot/prefab/ui/MapEditor.tscn b/DungeonShooting_Godot/prefab/ui/MapEditor.tscn index 399fdf1..e86a5bc 100644 --- a/DungeonShooting_Godot/prefab/ui/MapEditor.tscn +++ b/DungeonShooting_Godot/prefab/ui/MapEditor.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=15 format=3 uid="uid://csbxfkdupsckv"] +[gd_scene load_steps=14 format=3 uid="uid://csbxfkdupsckv"] [ext_resource type="Script" path="res://src/game/ui/mapEditor/MapEditorPanel.cs" id="1_5s7a0"] [ext_resource type="Texture2D" uid="uid://cajcnlimvoxk" path="res://resource/sprite/ui/commonIcon/Back.png" id="2_gkcw7"] @@ -10,7 +10,6 @@ [ext_resource type="PackedScene" uid="uid://b4u66mxndxbrg" path="res://prefab/ui/MapEditorTools.tscn" id="6_7pvgu"] [ext_resource type="PackedScene" uid="uid://bb2ekkpxifd7g" path="res://prefab/ui/MapEditorMapLayer.tscn" id="7_ychtn"] [ext_resource type="PackedScene" uid="uid://peo0n8bl15y5" path="res://prefab/ui/MapEditorMapMark.tscn" id="8_8tgeu"] -[ext_resource type="PackedScene" uid="uid://dhtfat7tr8ujw" path="res://prefab/ui/MapEditorTileSet.tscn" id="11_7yaoy"] [sub_resource type="Animation" id="Animation_o3btm"] length = 0.001 @@ -260,11 +259,3 @@ [node name="MapEditorMapLayer" parent="Bg/VBoxContainer/HSplitContainer/Right/MarginContainer/TabContainer/MapLayer" instance=ExtResource("7_ychtn")] layout_mode = 2 - -[node name="MapTileSet" type="MarginContainer" parent="Bg/VBoxContainer/HSplitContainer/Right/MarginContainer/TabContainer"] -visible = false -layout_mode = 2 -theme_override_constants/margin_top = 10 - -[node name="MapEditorTileSet" parent="Bg/VBoxContainer/HSplitContainer/Right/MarginContainer/TabContainer/MapTileSet" instance=ExtResource("11_7yaoy")] -layout_mode = 2 diff --git a/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn b/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn index b4a3d9a..ade95b4 100644 --- a/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn +++ b/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn @@ -1,8 +1,9 @@ -[gd_scene load_steps=9 format=3 uid="uid://dh7y03tq6v0a2"] +[gd_scene load_steps=10 format=3 uid="uid://dh7y03tq6v0a2"] [ext_resource type="Script" path="res://src/game/ui/mapEditorProject/MapEditorProjectPanel.cs" id="1_5aioo"] [ext_resource type="Texture2D" uid="uid://cajcnlimvoxk" path="res://resource/sprite/ui/commonIcon/Back.png" id="2_v0ry0"] [ext_resource type="Texture2D" uid="uid://blfvsup876agh" path="res://resource/sprite/ui/commonIcon/Search.png" id="3_f5h8c"] +[ext_resource type="Texture2D" uid="uid://cgtmjuiks7mot" path="res://resource/sprite/ui/commonIcon/WaveCell.png" id="3_nx3gw"] [ext_resource type="Texture2D" uid="uid://n4atvj5fkcpg" path="res://resource/sprite/ui/commonIcon/Add.png" id="4_okvq0"] [ext_resource type="Texture2D" uid="uid://bn47bmilcw4x0" path="res://resource/sprite/ui/commonIcon/Select2.png" id="5_rcbyx"] [ext_resource type="Texture2D" uid="uid://dggb6p4sdmfry" path="res://resource/sprite/ui/commonIcon/Edit.png" id="6_qalh0"] @@ -50,6 +51,33 @@ icon = ExtResource("2_v0ry0") icon_alignment = 1 +[node name="TileSetBtn" type="Button" parent="Bg/VBoxContainer/Head"] +layout_mode = 1 +offset_left = 65.0 +offset_top = 2.0 +offset_right = 125.0 +offset_bottom = 68.0 +size_flags_horizontal = 0 +tooltip_text = "编辑图块集" +icon = ExtResource("3_nx3gw") +icon_alignment = 1 +expand_icon = true + +[node name="Title" type="Label" parent="Bg/VBoxContainer/Head"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -4.5 +offset_top = -20.0 +offset_right = 4.5 +offset_bottom = 20.0 +grow_horizontal = 2 +grow_vertical = 2 +text = "房间管理器" + [node name="HBoxContainer" type="HBoxContainer" parent="Bg/VBoxContainer"] layout_mode = 2 size_flags_vertical = 3 diff --git a/DungeonShooting_Godot/prefab/ui/MapEditorTileSet.tscn b/DungeonShooting_Godot/prefab/ui/MapEditorTileSet.tscn deleted file mode 100644 index 955772b..0000000 --- a/DungeonShooting_Godot/prefab/ui/MapEditorTileSet.tscn +++ /dev/null @@ -1,18 +0,0 @@ -[gd_scene load_steps=2 format=3 uid="uid://dhtfat7tr8ujw"] - -[ext_resource type="Script" path="res://src/game/ui/mapEditorTileSet/MapEditorTileSetPanel.cs" id="1_m3lbx"] - -[node name="MapEditorTileSet" type="Control"] -layout_mode = 3 -anchors_preset = 15 -anchor_right = 1.0 -anchor_bottom = 1.0 -grow_horizontal = 2 -grow_vertical = 2 -script = ExtResource("1_m3lbx") - -[node name="Label" type="Label" parent="."] -layout_mode = 0 -offset_right = 9.0 -offset_bottom = 40.0 -text = "TileSet" diff --git a/DungeonShooting_Godot/prefab/ui/TileSetEditor.tscn b/DungeonShooting_Godot/prefab/ui/TileSetEditor.tscn new file mode 100644 index 0000000..fc7a0b4 --- /dev/null +++ b/DungeonShooting_Godot/prefab/ui/TileSetEditor.tscn @@ -0,0 +1,194 @@ +[gd_scene load_steps=7 format=3 uid="uid://dn5brsxa6w3l6"] + +[ext_resource type="Script" path="res://src/game/ui/tileSetEditor/TileSetEditorPanel.cs" id="1_rgx4n"] +[ext_resource type="Texture2D" uid="uid://cajcnlimvoxk" path="res://resource/sprite/ui/commonIcon/Back.png" id="2_naycu"] +[ext_resource type="Texture2D" uid="uid://cat35d7ueu7gu" path="res://resource/sprite/ui/commonIcon/Save.png" id="3_bcuxk"] +[ext_resource type="Texture2D" uid="uid://0878uloew5jo" path="res://resource/sprite/ui/commonIcon/Block.png" id="4_g67x4"] +[ext_resource type="Script" path="res://src/game/ui/tileSetEditor/TileSetEditorImportRoot.cs" id="4_ua8n7"] +[ext_resource type="Texture2D" uid="uid://duos2p6if4kcp" path="res://resource/sprite/ui/commonIcon/Import.png" id="6_4ra02"] + +[node name="TileSetEditor" type="Control"] +layout_mode = 3 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +script = ExtResource("1_rgx4n") + +[node name="Bg" type="Panel" parent="."] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="VBoxContainer" type="VBoxContainer" parent="Bg"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/separation = 0 + +[node name="Head" type="Panel" parent="Bg/VBoxContainer"] +custom_minimum_size = Vector2(0, 70) +layout_mode = 2 + +[node name="Back" type="Button" parent="Bg/VBoxContainer/Head"] +layout_mode = 2 +offset_left = 2.0 +offset_top = 2.0 +offset_right = 62.0 +offset_bottom = 68.0 +size_flags_horizontal = 0 +icon = ExtResource("2_naycu") +icon_alignment = 1 + +[node name="Save" type="Button" parent="Bg/VBoxContainer/Head"] +layout_mode = 0 +offset_left = 64.0 +offset_top = 2.0 +offset_right = 124.0 +offset_bottom = 68.0 +grow_vertical = 2 +size_flags_horizontal = 0 +icon = ExtResource("3_bcuxk") +icon_alignment = 1 + +[node name="Title" type="Label" parent="Bg/VBoxContainer/Head"] +layout_mode = 0 +offset_left = 136.0 +offset_top = 2.0 +offset_right = 272.0 +offset_bottom = 68.0 +text = "正在编辑" +vertical_alignment = 1 + +[node name="HBoxContainer" type="HBoxContainer" parent="Bg/VBoxContainer"] +layout_mode = 2 +size_flags_vertical = 3 +theme_override_constants/separation = 0 + +[node name="LeftRoot" type="Panel" parent="Bg/VBoxContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="MarginContainer" type="MarginContainer" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot"] +layout_mode = 2 +offset_right = 213.0 +offset_bottom = 1010.0 +size_flags_horizontal = 3 +theme_override_constants/margin_left = 2 +theme_override_constants/margin_top = 2 +theme_override_constants/margin_right = 2 +theme_override_constants/margin_bottom = 2 + +[node name="GridContainer" type="ScrollContainer" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer"] +layout_mode = 2 + +[node name="VBoxContainer" type="VBoxContainer" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="ImportTab" type="Button" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 60) +layout_mode = 2 +text = "导入纹理" + +[node name="TileCellTab" type="Button" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 60) +layout_mode = 2 +text = "图块" + +[node name="TerrainTab" type="Button" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 60) +layout_mode = 2 +text = "地形" + +[node name="PatternTab" type="Button" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 60) +layout_mode = 2 +text = "组合" + +[node name="ObjectTab" type="Button" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 60) +layout_mode = 2 +text = "物体" + +[node name="TrapBtn" type="Button" parent="Bg/VBoxContainer/HBoxContainer/LeftRoot/MarginContainer/GridContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 60) +layout_mode = 2 +text = "陷阱" + +[node name="RightRoot" type="Panel" parent="Bg/VBoxContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 8.0 + +[node name="ImportRoot" type="TextureRect" parent="Bg/VBoxContainer/HBoxContainer/RightRoot"] +clip_children = 1 +layout_mode = 2 +offset_right = 1707.0 +offset_bottom = 1010.0 +size_flags_vertical = 3 +texture = ExtResource("4_g67x4") +script = ExtResource("4_ua8n7") + +[node name="ImportButton" type="Button" parent="Bg/VBoxContainer/HBoxContainer/RightRoot/ImportRoot"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +flat = true + +[node name="ImportLabel" type="Label" parent="Bg/VBoxContainer/HBoxContainer/RightRoot/ImportRoot"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -276.0 +offset_top = 61.0 +offset_right = 276.0 +offset_bottom = 101.0 +grow_horizontal = 2 +grow_vertical = 2 +text = "点击导入纹理或者将纹理拖拽到该区域, 格式为'.png'" + +[node name="ImportIcon" type="TextureRect" parent="Bg/VBoxContainer/HBoxContainer/RightRoot/ImportRoot"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -32.0 +offset_top = -32.0 +offset_right = 32.0 +offset_bottom = 32.0 +grow_horizontal = 2 +grow_vertical = 2 +mouse_filter = 2 +texture = ExtResource("6_4ra02") + +[node name="Control" type="Control" parent="Bg/VBoxContainer/HBoxContainer/RightRoot/ImportRoot"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -0.5 +offset_top = -0.5 +offset_right = 0.5 +offset_bottom = 0.5 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="ImportPreview" type="Sprite2D" parent="Bg/VBoxContainer/HBoxContainer/RightRoot/ImportRoot/Control"] diff --git a/DungeonShooting_Godot/prefab/ui/TileSetEditorProject.tscn b/DungeonShooting_Godot/prefab/ui/TileSetEditorProject.tscn new file mode 100644 index 0000000..2ea3a6d --- /dev/null +++ b/DungeonShooting_Godot/prefab/ui/TileSetEditorProject.tscn @@ -0,0 +1,156 @@ +[gd_scene load_steps=6 format=3 uid="uid://bxrpxwsvveq8i"] + +[ext_resource type="Script" path="res://src/game/ui/tileSetEditorProject/TileSetEditorProjectPanel.cs" id="1_rklha"] +[ext_resource type="Texture2D" uid="uid://cajcnlimvoxk" path="res://resource/sprite/ui/commonIcon/Back.png" id="2_4prd2"] +[ext_resource type="Texture2D" uid="uid://blfvsup876agh" path="res://resource/sprite/ui/commonIcon/Search.png" id="3_htmoo"] +[ext_resource type="Texture2D" uid="uid://n4atvj5fkcpg" path="res://resource/sprite/ui/commonIcon/Add.png" id="4_6incc"] +[ext_resource type="Texture2D" uid="uid://bn47bmilcw4x0" path="res://resource/sprite/ui/commonIcon/Select2.png" id="5_l4lwx"] + +[node name="TileSetEditorProject" type="Control"] +layout_mode = 3 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +script = ExtResource("1_rklha") + +[node name="Bg" type="Panel" parent="."] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="VBoxContainer" type="VBoxContainer" parent="Bg"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/separation = 0 + +[node name="Head" type="Panel" parent="Bg/VBoxContainer"] +custom_minimum_size = Vector2(0, 70) +layout_mode = 2 + +[node name="Back" type="Button" parent="Bg/VBoxContainer/Head"] +layout_mode = 2 +offset_left = 2.0 +offset_top = 2.0 +offset_right = 62.0 +offset_bottom = 68.0 +size_flags_horizontal = 0 +icon = ExtResource("2_4prd2") +icon_alignment = 1 + +[node name="Title" type="Label" parent="Bg/VBoxContainer/Head"] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -4.5 +offset_top = -20.0 +offset_right = 4.5 +offset_bottom = 20.0 +grow_horizontal = 2 +grow_vertical = 2 +text = "图块集管理器" + +[node name="HBoxContainer" type="HBoxContainer" parent="Bg/VBoxContainer"] +layout_mode = 2 +size_flags_vertical = 3 +theme_override_constants/separation = 0 + +[node name="Panel" type="Panel" parent="Bg/VBoxContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 2.0 + +[node name="MarginContainer" type="MarginContainer" parent="Bg/VBoxContainer/HBoxContainer/Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_constants/margin_left = 12 +theme_override_constants/margin_top = 12 +theme_override_constants/margin_right = 12 +theme_override_constants/margin_bottom = 12 + +[node name="VBoxContainer" type="VBoxContainer" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer"] +custom_minimum_size = Vector2(0, 45) +layout_mode = 2 + +[node name="HBoxContainer" type="HBoxContainer" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 45) +layout_mode = 2 + +[node name="TileSearchInput" type="LineEdit" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer"] +custom_minimum_size = Vector2(400, 0) +layout_mode = 2 +placeholder_text = "搜索" + +[node name="TileSearchButton" type="Button" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer"] +layout_mode = 2 +icon = ExtResource("3_htmoo") + +[node name="TileAddButton" type="Button" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer"] +layout_mode = 2 +icon = ExtResource("4_6incc") + +[node name="ScrollContainer" type="ScrollContainer" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer"] +layout_mode = 2 +size_flags_vertical = 3 + +[node name="TileButton" type="Button" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/ScrollContainer"] +custom_minimum_size = Vector2(200, 239) +layout_mode = 2 + +[node name="PreviewImage" type="TextureRect" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/ScrollContainer/TileButton"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +offset_left = 2.0 +offset_top = 2.0 +offset_right = -2.0 +offset_bottom = -41.0 +grow_horizontal = 2 +grow_vertical = 2 +mouse_filter = 2 +stretch_mode = 5 + +[node name="TileName" type="Label" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/ScrollContainer/TileButton"] +layout_mode = 1 +anchors_preset = 12 +anchor_top = 1.0 +anchor_right = 1.0 +anchor_bottom = 1.0 +offset_top = -46.0 +offset_bottom = -3.0 +grow_horizontal = 2 +grow_vertical = 0 +text = "Name" +horizontal_alignment = 1 +clip_text = true +text_overrun_behavior = 3 + +[node name="SelectTexture" type="NinePatchRect" parent="Bg/VBoxContainer/HBoxContainer/Panel/MarginContainer/VBoxContainer/ScrollContainer/TileButton"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +texture = ExtResource("5_l4lwx") +region_rect = Rect2(0, 0, 36, 36) +patch_margin_left = 3 +patch_margin_top = 3 +patch_margin_right = 3 +patch_margin_bottom = 3 diff --git a/DungeonShooting_Godot/project.godot b/DungeonShooting_Godot/project.godot index 3a53575..20cea87 100644 --- a/DungeonShooting_Godot/project.godot +++ b/DungeonShooting_Godot/project.godot @@ -34,6 +34,14 @@ enabled=PackedStringArray("res://addons/dungeonShooting_plugin/plugin.cfg") +[file_customization] + +folder_colors={ +"res://prefab/": "orange", +"res://resource/": "blue", +"res://src/": "green" +} + [gui] theme/custom="res://resource/theme/mainTheme.tres" @@ -197,6 +205,11 @@ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null) ] } +mouse_left={ +"deadzone": 0.5, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(136, 13),"global_position":Vector2(139, 45),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null) +] +} [layer_names] diff --git a/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres b/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres deleted file mode 100644 index e63012e..0000000 --- a/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres +++ /dev/null @@ -1,560 +0,0 @@ -[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://bn21mn0gu6jel"] - -[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_vqd0o"] - - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rkmbu"] -texture = ExtResource("1_vqd0o") -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0 = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0 = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -5:0/0 = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0 = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0 = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0 = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0 = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -10:0/0 = 0 -10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:0/0/physics_layer_0/angular_velocity = 0.0 -11:0/0 = 0 -11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:0/0/physics_layer_0/angular_velocity = 0.0 -12:0/0 = 0 -12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:0/0/physics_layer_0/angular_velocity = 0.0 -13:0/0 = 0 -13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:0/0/physics_layer_0/angular_velocity = 0.0 -14:0/0 = 0 -14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:0/0/physics_layer_0/angular_velocity = 0.0 -15:0/0 = 0 -15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:0/0/physics_layer_0/angular_velocity = 0.0 -0:1/0 = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/0 = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0 = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0 = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0 = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0 = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0 = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0 = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0 = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -9:1/0 = 0 -9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_0/angular_velocity = 0.0 -10:1/0 = 0 -10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:1/0/physics_layer_0/angular_velocity = 0.0 -11:1/0 = 0 -11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:1/0/physics_layer_0/angular_velocity = 0.0 -12:1/0 = 0 -12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:1/0/physics_layer_0/angular_velocity = 0.0 -13:1/0 = 0 -13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:1/0/physics_layer_0/angular_velocity = 0.0 -14:1/0 = 0 -14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:1/0/physics_layer_0/angular_velocity = 0.0 -15:1/0 = 0 -15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:1/0/physics_layer_0/angular_velocity = 0.0 -0:2/0 = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0 = 0 -1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -2:2/0 = 0 -2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/0/physics_layer_0/angular_velocity = 0.0 -2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -3:2/0 = 0 -3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/0/physics_layer_0/angular_velocity = 0.0 -3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -4:2/0 = 0 -4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0 = 0 -5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0 = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0 = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0 = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -9:2/0 = 0 -9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_0/angular_velocity = 0.0 -10:2/0 = 0 -10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0 = 0 -11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -12:2/0 = 0 -12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0 = 0 -13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -14:2/0 = 0 -14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:2/0/physics_layer_0/angular_velocity = 0.0 -15:2/0 = 0 -15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:2/0/physics_layer_0/angular_velocity = 0.0 -0:3/0 = 0 -0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0 = 0 -1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:3/0 = 0 -2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:3/0/physics_layer_0/angular_velocity = 0.0 -2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:3/0 = 0 -3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:3/0/physics_layer_0/angular_velocity = 0.0 -3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:3/0 = 0 -4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:3/0/physics_layer_0/angular_velocity = 0.0 -5:3/0 = 0 -5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:3/0/physics_layer_0/angular_velocity = 0.0 -6:3/0 = 0 -6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:3/0/physics_layer_0/angular_velocity = 0.0 -7:3/0 = 0 -7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:3/0/physics_layer_0/angular_velocity = 0.0 -8:3/0 = 0 -8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:3/0/physics_layer_0/angular_velocity = 0.0 -9:3/0 = 0 -9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:3/0/physics_layer_0/angular_velocity = 0.0 -10:3/0 = 0 -10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:3/0/physics_layer_0/angular_velocity = 0.0 -11:3/0 = 0 -11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:3/0/physics_layer_0/angular_velocity = 0.0 -12:3/0 = 0 -12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:3/0/physics_layer_0/angular_velocity = 0.0 -13:3/0 = 0 -13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:3/0/physics_layer_0/angular_velocity = 0.0 -14:3/0 = 0 -14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:3/0/physics_layer_0/angular_velocity = 0.0 -15:3/0 = 0 -15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:3/0/physics_layer_0/angular_velocity = 0.0 -0:4/0 = 0 -0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0 = 0 -1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:4/0 = 0 -2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:4/0/physics_layer_0/angular_velocity = 0.0 -2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:4/0 = 0 -3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:4/0/physics_layer_0/angular_velocity = 0.0 -3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:4/0 = 0 -4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:4/0/physics_layer_0/angular_velocity = 0.0 -5:4/0 = 0 -5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:4/0/physics_layer_0/angular_velocity = 0.0 -6:4/0 = 0 -6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:4/0/physics_layer_0/angular_velocity = 0.0 -7:4/0 = 0 -7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:4/0/physics_layer_0/angular_velocity = 0.0 -8:4/0 = 0 -8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:4/0/physics_layer_0/angular_velocity = 0.0 -9:4/0 = 0 -9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:4/0/physics_layer_0/angular_velocity = 0.0 -10:4/0 = 0 -10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:4/0/physics_layer_0/angular_velocity = 0.0 -11:4/0 = 0 -11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:4/0/physics_layer_0/angular_velocity = 0.0 -12:4/0 = 0 -12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:4/0/physics_layer_0/angular_velocity = 0.0 -13:4/0 = 0 -13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:4/0/physics_layer_0/angular_velocity = 0.0 -14:4/0 = 0 -14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:4/0/physics_layer_0/angular_velocity = 0.0 -15:4/0 = 0 -15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:4/0/physics_layer_0/angular_velocity = 0.0 -0:5/0 = 0 -0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0 = 0 -1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:5/0 = 0 -2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:5/0/physics_layer_0/angular_velocity = 0.0 -2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:5/0 = 0 -3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:5/0/physics_layer_0/angular_velocity = 0.0 -3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:5/0 = 0 -4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:5/0/physics_layer_0/angular_velocity = 0.0 -5:5/0 = 0 -5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:5/0/physics_layer_0/angular_velocity = 0.0 -6:5/0 = 0 -6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:5/0/physics_layer_0/angular_velocity = 0.0 -7:5/0 = 0 -7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:5/0/physics_layer_0/angular_velocity = 0.0 -8:5/0 = 0 -8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:5/0/physics_layer_0/angular_velocity = 0.0 -9:5/0 = 0 -9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:5/0/physics_layer_0/angular_velocity = 0.0 -10:5/0 = 0 -10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:5/0/physics_layer_0/angular_velocity = 0.0 -11:5/0 = 0 -11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:5/0/physics_layer_0/angular_velocity = 0.0 -12:5/0 = 0 -12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:5/0/physics_layer_0/angular_velocity = 0.0 -13:5/0 = 0 -13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:5/0/physics_layer_0/angular_velocity = 0.0 -14:5/0 = 0 -14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:5/0/physics_layer_0/angular_velocity = 0.0 -15:5/0 = 0 -15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:5/0/physics_layer_0/angular_velocity = 0.0 -0:6/0 = 0 -0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/0 = 0 -1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:6/0 = 0 -2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:6/0/physics_layer_0/angular_velocity = 0.0 -2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:6/0 = 0 -3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:6/0/physics_layer_0/angular_velocity = 0.0 -3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:6/0 = 0 -4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:6/0/physics_layer_0/angular_velocity = 0.0 -5:6/0 = 0 -5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:6/0/physics_layer_0/angular_velocity = 0.0 -6:6/0 = 0 -6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:6/0/physics_layer_0/angular_velocity = 0.0 -7:6/0 = 0 -7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:6/0/physics_layer_0/angular_velocity = 0.0 -8:6/0 = 0 -8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:6/0/physics_layer_0/angular_velocity = 0.0 -9:6/0 = 0 -9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:6/0/physics_layer_0/angular_velocity = 0.0 -10:6/0 = 0 -10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:6/0/physics_layer_0/angular_velocity = 0.0 -11:6/0 = 0 -11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:6/0/physics_layer_0/angular_velocity = 0.0 -12:6/0 = 0 -12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:6/0/physics_layer_0/angular_velocity = 0.0 -13:6/0 = 0 -13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:6/0/physics_layer_0/angular_velocity = 0.0 -14:6/0 = 0 -14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:6/0/physics_layer_0/angular_velocity = 0.0 -15:6/0 = 0 -15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:6/0/physics_layer_0/angular_velocity = 0.0 -0:7/0 = 0 -0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0 = 0 -1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:7/0 = 0 -2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:7/0/physics_layer_0/angular_velocity = 0.0 -2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:7/0 = 0 -3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:7/0/physics_layer_0/angular_velocity = 0.0 -3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:7/0 = 0 -4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:7/0/physics_layer_0/angular_velocity = 0.0 -5:7/0 = 0 -5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:7/0/physics_layer_0/angular_velocity = 0.0 -6:7/0 = 0 -6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:7/0/physics_layer_0/angular_velocity = 0.0 -7:7/0 = 0 -7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:7/0/physics_layer_0/angular_velocity = 0.0 -8:7/0 = 0 -8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:7/0/physics_layer_0/angular_velocity = 0.0 -9:7/0 = 0 -9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:7/0/physics_layer_0/angular_velocity = 0.0 -10:7/0 = 0 -10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:7/0/physics_layer_0/angular_velocity = 0.0 -11:7/0 = 0 -11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:7/0/physics_layer_0/angular_velocity = 0.0 -12:7/0 = 0 -12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:7/0/physics_layer_0/angular_velocity = 0.0 -13:7/0 = 0 -13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:7/0/physics_layer_0/angular_velocity = 0.0 -14:7/0 = 0 -14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:7/0/physics_layer_0/angular_velocity = 0.0 -15:7/0 = 0 -15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:7/0/physics_layer_0/angular_velocity = 0.0 -0:8/0 = 0 -0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:8/0/physics_layer_0/angular_velocity = 0.0 -1:8/0 = 0 -1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:8/0/physics_layer_0/angular_velocity = 0.0 -2:8/0 = 0 -2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:8/0/physics_layer_0/angular_velocity = 0.0 -3:8/0 = 0 -3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:8/0/physics_layer_0/angular_velocity = 0.0 -4:8/0 = 0 -4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:8/0/physics_layer_0/angular_velocity = 0.0 -5:8/0 = 0 -5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:8/0/physics_layer_0/angular_velocity = 0.0 -6:8/0 = 0 -6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:8/0/physics_layer_0/angular_velocity = 0.0 -7:8/0 = 0 -7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:8/0/physics_layer_0/angular_velocity = 0.0 -8:8/0 = 0 -8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:8/0/physics_layer_0/angular_velocity = 0.0 -9:8/0 = 0 -9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:8/0/physics_layer_0/angular_velocity = 0.0 -10:8/0 = 0 -10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:8/0/physics_layer_0/angular_velocity = 0.0 -11:8/0 = 0 -11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:8/0/physics_layer_0/angular_velocity = 0.0 -12:8/0 = 0 -12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:8/0/physics_layer_0/angular_velocity = 0.0 -13:8/0 = 0 -13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:8/0/physics_layer_0/angular_velocity = 0.0 -14:8/0 = 0 -14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:8/0/physics_layer_0/angular_velocity = 0.0 -15:8/0 = 0 -15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:8/0/physics_layer_0/angular_velocity = 0.0 -0:9/0 = 0 -0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:9/0/physics_layer_0/angular_velocity = 0.0 -1:9/0 = 0 -1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:9/0/physics_layer_0/angular_velocity = 0.0 -2:9/0 = 0 -2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:9/0/physics_layer_0/angular_velocity = 0.0 -3:9/0 = 0 -3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:9/0/physics_layer_0/angular_velocity = 0.0 -4:9/0 = 0 -4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:9/0/physics_layer_0/angular_velocity = 0.0 -5:9/0 = 0 -5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:9/0/physics_layer_0/angular_velocity = 0.0 -6:9/0 = 0 -6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:9/0/physics_layer_0/angular_velocity = 0.0 -7:9/0 = 0 -7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:9/0/physics_layer_0/angular_velocity = 0.0 -10:9/0 = 0 -10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:9/0/physics_layer_0/angular_velocity = 0.0 -11:9/0 = 0 -11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:9/0/physics_layer_0/angular_velocity = 0.0 -12:9/0 = 0 -12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:9/0/physics_layer_0/angular_velocity = 0.0 -13:9/0 = 0 -13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:9/0/physics_layer_0/angular_velocity = 0.0 -14:9/0 = 0 -14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:9/0/physics_layer_0/angular_velocity = 0.0 -15:9/0 = 0 -15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:9/0/physics_layer_0/angular_velocity = 0.0 -0:10/0 = 0 -0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:10/0/physics_layer_0/angular_velocity = 0.0 -1:10/0 = 0 -1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:10/0/physics_layer_0/angular_velocity = 0.0 -2:10/0 = 0 -2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:10/0/physics_layer_0/angular_velocity = 0.0 -3:10/0 = 0 -3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:10/0/physics_layer_0/angular_velocity = 0.0 -5:10/0 = 0 -5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:10/0/physics_layer_0/angular_velocity = 0.0 -6:10/0 = 0 -6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:10/0/physics_layer_0/angular_velocity = 0.0 -7:10/0 = 0 -7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:10/0/physics_layer_0/angular_velocity = 0.0 -13:10/0 = 0 -13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:10/0/physics_layer_0/angular_velocity = 0.0 -14:10/0 = 0 -14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:10/0/physics_layer_0/angular_velocity = 0.0 -15:10/0 = 0 -15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:10/0/physics_layer_0/angular_velocity = 0.0 -0:11/0 = 0 -0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:11/0/physics_layer_0/angular_velocity = 0.0 -1:11/0 = 0 -1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:11/0/physics_layer_0/angular_velocity = 0.0 -2:11/0 = 0 -2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:11/0/physics_layer_0/angular_velocity = 0.0 -3:11/0 = 0 -3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:11/0/physics_layer_0/angular_velocity = 0.0 -4:11/0 = 0 -4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:11/0/physics_layer_0/angular_velocity = 0.0 -13:11/0 = 0 -13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:11/0/physics_layer_0/angular_velocity = 0.0 -14:11/0 = 0 -14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:11/0/physics_layer_0/angular_velocity = 0.0 -15:11/0 = 0 -15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:11/0/physics_layer_0/angular_velocity = 0.0 - -[resource] -physics_layer_0/collision_layer = 1 -physics_layer_0/collision_mask = 0 -sources/1 = SubResource("TileSetAtlasSource_rkmbu") diff --git a/DungeonShooting_Godot/resource/map/tileSet/map1/TileSet1.tres b/DungeonShooting_Godot/resource/map/tileSet/map1/TileSet1.tres deleted file mode 100644 index 0cb7129..0000000 --- a/DungeonShooting_Godot/resource/map/tileSet/map1/TileSet1.tres +++ /dev/null @@ -1,609 +0,0 @@ -[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://b00g22o1cqhe8"] - -[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_aqcu3"] - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"] -texture = ExtResource("1_aqcu3") -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0 = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0 = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -5:0/0 = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0 = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0 = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0 = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0 = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -10:0/0 = 0 -10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:0/0/physics_layer_0/angular_velocity = 0.0 -11:0/next_alternative_id = 2 -11:0/0 = 0 -11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:0/0/physics_layer_0/angular_velocity = 0.0 -12:0/0 = 0 -12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:0/0/physics_layer_0/angular_velocity = 0.0 -13:0/next_alternative_id = 2 -13:0/0 = 0 -13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:0/0/physics_layer_0/angular_velocity = 0.0 -14:0/0 = 0 -14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:0/0/physics_layer_0/angular_velocity = 0.0 -15:0/0 = 0 -15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:0/0/physics_layer_0/angular_velocity = 0.0 -0:1/0 = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/0 = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0 = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0 = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0 = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0 = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0 = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0 = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0 = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -9:1/0 = 0 -9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_0/angular_velocity = 0.0 -10:1/0 = 0 -10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:1/0/physics_layer_0/angular_velocity = 0.0 -11:1/0 = 0 -11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:1/0/physics_layer_0/angular_velocity = 0.0 -12:1/0 = 0 -12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:1/0/physics_layer_0/angular_velocity = 0.0 -13:1/0 = 0 -13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:1/0/physics_layer_0/angular_velocity = 0.0 -14:1/0 = 0 -14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:1/0/physics_layer_0/angular_velocity = 0.0 -15:1/0 = 0 -15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:1/0/physics_layer_0/angular_velocity = 0.0 -0:2/0 = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0 = 0 -1:2/0/terrain_set = 0 -1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -1:2/0/terrains_peering_bit/bottom_left_corner = 0 -1:2/0/terrains_peering_bit/top_left_corner = 0 -1:2/0/terrains_peering_bit/top_right_corner = 0 -2:2/0 = 0 -2:2/0/terrain_set = 0 -2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/0/physics_layer_0/angular_velocity = 0.0 -2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -2:2/0/terrains_peering_bit/top_left_corner = 0 -2:2/0/terrains_peering_bit/top_right_corner = 0 -3:2/0 = 0 -3:2/0/terrain_set = 0 -3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/0/physics_layer_0/angular_velocity = 0.0 -3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -3:2/0/terrains_peering_bit/bottom_right_corner = 0 -3:2/0/terrains_peering_bit/top_left_corner = 0 -3:2/0/terrains_peering_bit/top_right_corner = 0 -4:2/0 = 0 -4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0 = 0 -5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0 = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0 = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0 = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -9:2/0 = 0 -9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_0/angular_velocity = 0.0 -10:2/0 = 0 -10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0 = 0 -11:2/0/terrain_set = 0 -11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -11:2/0/terrains_peering_bit/top_right_corner = 0 -12:2/0 = 0 -12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0 = 0 -13:2/0/terrain_set = 0 -13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -13:2/0/terrains_peering_bit/top_left_corner = 0 -14:2/0 = 0 -14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:2/0/physics_layer_0/angular_velocity = 0.0 -15:2/0 = 0 -15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:2/0/physics_layer_0/angular_velocity = 0.0 -0:3/0 = 0 -0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0 = 0 -1:3/0/terrain_set = 0 -1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:3/0/terrains_peering_bit/bottom_left_corner = 0 -1:3/0/terrains_peering_bit/top_left_corner = 0 -2:3/0 = 0 -2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:3/0/physics_layer_0/angular_velocity = 0.0 -2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:3/0 = 0 -3:3/0/terrain_set = 0 -3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:3/0/physics_layer_0/angular_velocity = 0.0 -3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:3/0/terrains_peering_bit/bottom_right_corner = 0 -3:3/0/terrains_peering_bit/top_right_corner = 0 -4:3/0 = 0 -4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:3/0/physics_layer_0/angular_velocity = 0.0 -5:3/0 = 0 -5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:3/0/physics_layer_0/angular_velocity = 0.0 -6:3/0 = 0 -6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:3/0/physics_layer_0/angular_velocity = 0.0 -7:3/0 = 0 -7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:3/0/physics_layer_0/angular_velocity = 0.0 -8:3/0 = 0 -8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:3/0/physics_layer_0/angular_velocity = 0.0 -9:3/0 = 0 -9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:3/0/physics_layer_0/angular_velocity = 0.0 -10:3/0 = 0 -10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:3/0/physics_layer_0/angular_velocity = 0.0 -11:3/0 = 0 -11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:3/0/physics_layer_0/angular_velocity = 0.0 -12:3/0 = 0 -12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:3/0/physics_layer_0/angular_velocity = 0.0 -13:3/0 = 0 -13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:3/0/physics_layer_0/angular_velocity = 0.0 -14:3/0 = 0 -14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:3/0/physics_layer_0/angular_velocity = 0.0 -15:3/0 = 0 -15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:3/0/physics_layer_0/angular_velocity = 0.0 -0:4/0 = 0 -0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0 = 0 -1:4/0/terrain_set = 0 -1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:4/0/terrains_peering_bit/bottom_left_corner = 0 -2:4/0 = 0 -2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:4/0/physics_layer_0/angular_velocity = 0.0 -2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:4/0 = 0 -3:4/0/terrain_set = 0 -3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:4/0/physics_layer_0/angular_velocity = 0.0 -3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:4/0/terrains_peering_bit/bottom_right_corner = 0 -4:4/0 = 0 -4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:4/0/physics_layer_0/angular_velocity = 0.0 -5:4/0 = 0 -5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:4/0/physics_layer_0/angular_velocity = 0.0 -6:4/0 = 0 -6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:4/0/physics_layer_0/angular_velocity = 0.0 -7:4/0 = 0 -7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:4/0/physics_layer_0/angular_velocity = 0.0 -8:4/0 = 0 -8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:4/0/physics_layer_0/angular_velocity = 0.0 -9:4/0 = 0 -9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:4/0/physics_layer_0/angular_velocity = 0.0 -10:4/0 = 0 -10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:4/0/physics_layer_0/angular_velocity = 0.0 -11:4/0 = 0 -11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:4/0/physics_layer_0/angular_velocity = 0.0 -12:4/0 = 0 -12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:4/0/physics_layer_0/angular_velocity = 0.0 -13:4/0 = 0 -13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:4/0/physics_layer_0/angular_velocity = 0.0 -14:4/0 = 0 -14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:4/0/physics_layer_0/angular_velocity = 0.0 -15:4/0 = 0 -15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:4/0/physics_layer_0/angular_velocity = 0.0 -0:5/0 = 0 -0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0 = 0 -1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:5/0 = 0 -2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:5/0/physics_layer_0/angular_velocity = 0.0 -2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:5/0 = 0 -3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:5/0/physics_layer_0/angular_velocity = 0.0 -3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:5/0 = 0 -4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:5/0/physics_layer_0/angular_velocity = 0.0 -5:5/0 = 0 -5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:5/0/physics_layer_0/angular_velocity = 0.0 -6:5/0 = 0 -6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:5/0/physics_layer_0/angular_velocity = 0.0 -7:5/0 = 0 -7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:5/0/physics_layer_0/angular_velocity = 0.0 -8:5/0 = 0 -8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:5/0/physics_layer_0/angular_velocity = 0.0 -9:5/0 = 0 -9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:5/0/physics_layer_0/angular_velocity = 0.0 -10:5/0 = 0 -10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:5/0/physics_layer_0/angular_velocity = 0.0 -11:5/0 = 0 -11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:5/0/physics_layer_0/angular_velocity = 0.0 -12:5/0 = 0 -12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:5/0/physics_layer_0/angular_velocity = 0.0 -13:5/0 = 0 -13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:5/0/physics_layer_0/angular_velocity = 0.0 -14:5/0 = 0 -14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:5/0/physics_layer_0/angular_velocity = 0.0 -15:5/0 = 0 -15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:5/0/physics_layer_0/angular_velocity = 0.0 -0:6/0 = 0 -0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/next_alternative_id = 3 -1:6/0 = 0 -1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:6/next_alternative_id = 3 -2:6/0 = 0 -2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:6/0/physics_layer_0/angular_velocity = 0.0 -2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:6/next_alternative_id = 3 -3:6/0 = 0 -3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:6/0/physics_layer_0/angular_velocity = 0.0 -3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:6/0 = 0 -4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:6/0/physics_layer_0/angular_velocity = 0.0 -5:6/0 = 0 -5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:6/0/physics_layer_0/angular_velocity = 0.0 -6:6/0 = 0 -6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:6/0/physics_layer_0/angular_velocity = 0.0 -7:6/0 = 0 -7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:6/0/physics_layer_0/angular_velocity = 0.0 -8:6/0 = 0 -8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:6/0/physics_layer_0/angular_velocity = 0.0 -9:6/0 = 0 -9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:6/0/physics_layer_0/angular_velocity = 0.0 -10:6/0 = 0 -10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:6/0/physics_layer_0/angular_velocity = 0.0 -11:6/0 = 0 -11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:6/0/physics_layer_0/angular_velocity = 0.0 -12:6/0 = 0 -12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:6/0/physics_layer_0/angular_velocity = 0.0 -13:6/0 = 0 -13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:6/0/physics_layer_0/angular_velocity = 0.0 -14:6/0 = 0 -14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:6/0/physics_layer_0/angular_velocity = 0.0 -15:6/0 = 0 -15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:6/0/physics_layer_0/angular_velocity = 0.0 -0:7/0 = 0 -0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0 = 0 -1:7/0/terrain_set = 0 -1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:7/0/terrains_peering_bit/bottom_right_corner = 0 -1:7/0/terrains_peering_bit/bottom_left_corner = 0 -1:7/0/terrains_peering_bit/top_left_corner = 0 -2:7/0 = 0 -2:7/0/terrain_set = 0 -2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:7/0/physics_layer_0/angular_velocity = 0.0 -2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:7/0/terrains_peering_bit/bottom_right_corner = 0 -2:7/0/terrains_peering_bit/bottom_left_corner = 0 -3:7/0 = 0 -3:7/0/terrain_set = 0 -3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:7/0/physics_layer_0/angular_velocity = 0.0 -3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:7/0/terrains_peering_bit/bottom_right_corner = 0 -3:7/0/terrains_peering_bit/bottom_left_corner = 0 -3:7/0/terrains_peering_bit/top_right_corner = 0 -4:7/0 = 0 -4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:7/0/physics_layer_0/angular_velocity = 0.0 -5:7/0 = 0 -5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:7/0/physics_layer_0/angular_velocity = 0.0 -6:7/0 = 0 -6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:7/0/physics_layer_0/angular_velocity = 0.0 -7:7/0 = 0 -7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:7/0/physics_layer_0/angular_velocity = 0.0 -8:7/0 = 0 -8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:7/0/physics_layer_0/angular_velocity = 0.0 -9:7/0 = 0 -9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:7/0/physics_layer_0/angular_velocity = 0.0 -10:7/0 = 0 -10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:7/0/physics_layer_0/angular_velocity = 0.0 -11:7/0 = 0 -11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:7/0/physics_layer_0/angular_velocity = 0.0 -12:7/0 = 0 -12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:7/0/physics_layer_0/angular_velocity = 0.0 -13:7/0 = 0 -13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:7/0/physics_layer_0/angular_velocity = 0.0 -14:7/0 = 0 -14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:7/0/physics_layer_0/angular_velocity = 0.0 -15:7/0 = 0 -15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:7/0/physics_layer_0/angular_velocity = 0.0 -0:8/0 = 0 -0:8/0/terrain_set = 0 -0:8/0/terrain = 0 -0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:8/0/physics_layer_0/angular_velocity = 0.0 -0:8/0/terrains_peering_bit/bottom_right_corner = 0 -0:8/0/terrains_peering_bit/bottom_left_corner = 0 -0:8/0/terrains_peering_bit/top_left_corner = 0 -0:8/0/terrains_peering_bit/top_right_corner = 0 -1:8/0 = 0 -1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:8/0/physics_layer_0/angular_velocity = 0.0 -2:8/0 = 0 -2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:8/0/physics_layer_0/angular_velocity = 0.0 -3:8/0 = 0 -3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:8/0/physics_layer_0/angular_velocity = 0.0 -4:8/0 = 0 -4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:8/0/physics_layer_0/angular_velocity = 0.0 -5:8/0 = 0 -5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:8/0/physics_layer_0/angular_velocity = 0.0 -6:8/0 = 0 -6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:8/0/physics_layer_0/angular_velocity = 0.0 -7:8/0 = 0 -7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:8/0/physics_layer_0/angular_velocity = 0.0 -8:8/0 = 0 -8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:8/0/physics_layer_0/angular_velocity = 0.0 -9:8/0 = 0 -9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:8/0/physics_layer_0/angular_velocity = 0.0 -10:8/0 = 0 -10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:8/0/physics_layer_0/angular_velocity = 0.0 -11:8/0 = 0 -11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:8/0/physics_layer_0/angular_velocity = 0.0 -12:8/0 = 0 -12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:8/0/physics_layer_0/angular_velocity = 0.0 -13:8/0 = 0 -13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:8/0/physics_layer_0/angular_velocity = 0.0 -14:8/0 = 0 -14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:8/0/physics_layer_0/angular_velocity = 0.0 -15:8/0 = 0 -15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:8/0/physics_layer_0/angular_velocity = 0.0 -0:9/0 = 0 -0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:9/0/physics_layer_0/angular_velocity = 0.0 -1:9/0 = 0 -1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:9/0/physics_layer_0/angular_velocity = 0.0 -2:9/0 = 0 -2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:9/0/physics_layer_0/angular_velocity = 0.0 -3:9/0 = 0 -3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:9/0/physics_layer_0/angular_velocity = 0.0 -4:9/0 = 0 -4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:9/0/physics_layer_0/angular_velocity = 0.0 -5:9/0 = 0 -5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:9/0/physics_layer_0/angular_velocity = 0.0 -6:9/0 = 0 -6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:9/0/physics_layer_0/angular_velocity = 0.0 -7:9/0 = 0 -7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:9/0/physics_layer_0/angular_velocity = 0.0 -10:9/0 = 0 -10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:9/0/physics_layer_0/angular_velocity = 0.0 -11:9/0 = 0 -11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:9/0/physics_layer_0/angular_velocity = 0.0 -12:9/0 = 0 -12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:9/0/physics_layer_0/angular_velocity = 0.0 -13:9/0 = 0 -13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:9/0/physics_layer_0/angular_velocity = 0.0 -14:9/0 = 0 -14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:9/0/physics_layer_0/angular_velocity = 0.0 -15:9/0 = 0 -15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:9/0/physics_layer_0/angular_velocity = 0.0 -0:10/0 = 0 -0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:10/0/physics_layer_0/angular_velocity = 0.0 -1:10/0 = 0 -1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:10/0/physics_layer_0/angular_velocity = 0.0 -2:10/0 = 0 -2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:10/0/physics_layer_0/angular_velocity = 0.0 -3:10/0 = 0 -3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:10/0/physics_layer_0/angular_velocity = 0.0 -5:10/0 = 0 -5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:10/0/physics_layer_0/angular_velocity = 0.0 -6:10/0 = 0 -6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:10/0/physics_layer_0/angular_velocity = 0.0 -7:10/0 = 0 -7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:10/0/physics_layer_0/angular_velocity = 0.0 -13:10/0 = 0 -13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:10/0/physics_layer_0/angular_velocity = 0.0 -14:10/0 = 0 -14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:10/0/physics_layer_0/angular_velocity = 0.0 -15:10/0 = 0 -15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:10/0/physics_layer_0/angular_velocity = 0.0 -0:11/0 = 0 -0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:11/0/physics_layer_0/angular_velocity = 0.0 -1:11/0 = 0 -1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:11/0/physics_layer_0/angular_velocity = 0.0 -2:11/0 = 0 -2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:11/0/physics_layer_0/angular_velocity = 0.0 -3:11/0 = 0 -3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:11/0/physics_layer_0/angular_velocity = 0.0 -4:11/0 = 0 -4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:11/0/physics_layer_0/angular_velocity = 0.0 -13:11/0 = 0 -13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:11/0/physics_layer_0/angular_velocity = 0.0 -14:11/0 = 0 -14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:11/0/physics_layer_0/angular_velocity = 0.0 -15:11/0 = 0 -15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:11/0/physics_layer_0/angular_velocity = 0.0 - -[resource] -physics_layer_0/collision_layer = 1 -physics_layer_0/collision_mask = 0 -terrain_set_0/mode = 1 -terrain_set_0/terrain_0/name = "Terrain 0" -terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1) -sources/0 = SubResource("TileSetAtlasSource_yvgyd") diff --git a/DungeonShooting_Godot/resource/map/tileSet/map1/website.txt b/DungeonShooting_Godot/resource/map/tileSet/map1/website.txt deleted file mode 100644 index bb6d4d7..0000000 --- a/DungeonShooting_Godot/resource/map/tileSet/map1/website.txt +++ /dev/null @@ -1 +0,0 @@ -https://aekae13.itch.io/16x16-dungeon-walls-reconfig diff --git a/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png b/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png deleted file mode 100644 index 00d2144..0000000 --- a/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png +++ /dev/null Binary files differ diff --git a/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import b/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import deleted file mode 100644 index 2a14084..0000000 --- a/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://dj8nrd5od4fcl" -path="res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-c062adcaebcfa511f8bb4f73bd30ea6f.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" -dest_files=["res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-c062adcaebcfa511f8bb4f73bd30ea6f.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/DungeonShooting_Godot/resource/sprite/ui/commonIcon/Import.png b/DungeonShooting_Godot/resource/sprite/ui/commonIcon/Import.png new file mode 100644 index 0000000..c6a448e --- /dev/null +++ b/DungeonShooting_Godot/resource/sprite/ui/commonIcon/Import.png Binary files differ diff --git a/DungeonShooting_Godot/resource/sprite/ui/commonIcon/Import.png.import b/DungeonShooting_Godot/resource/sprite/ui/commonIcon/Import.png.import new file mode 100644 index 0000000..899bac9 --- /dev/null +++ b/DungeonShooting_Godot/resource/sprite/ui/commonIcon/Import.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://duos2p6if4kcp" +path="res://.godot/imported/Import.png-3a038e8711ed54d5352d58a89d1736e0.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://resource/sprite/ui/commonIcon/Import.png" +dest_files=["res://.godot/imported/Import.png-3a038e8711ed54d5352d58a89d1736e0.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/DungeonShooting_Godot/resource/theme/mainTheme.tres b/DungeonShooting_Godot/resource/theme/mainTheme.tres index 591d33f..4c042ce 100644 --- a/DungeonShooting_Godot/resource/theme/mainTheme.tres +++ b/DungeonShooting_Godot/resource/theme/mainTheme.tres @@ -13,7 +13,6 @@ border_width_right = 1 border_width_bottom = 1 border_color = Color(0.117647, 0.431373, 0.905882, 1) -corner_radius_bottom_left = 4 [sub_resource type="StyleBoxFlat" id="3"] content_margin_left = 6.0 diff --git a/DungeonShooting_Godot/resource/tileSet/TileSet_old.tres b/DungeonShooting_Godot/resource/tileSet/TileSet_old.tres new file mode 100644 index 0000000..b75e6d9 --- /dev/null +++ b/DungeonShooting_Godot/resource/tileSet/TileSet_old.tres @@ -0,0 +1,559 @@ +[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://bn21mn0gu6jel"] + +[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_vqd0o"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rkmbu"] +texture = ExtResource("1_vqd0o") +0:0/0 = 0 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0 = 0 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0 = 0 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0 = 0 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0 = 0 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0 = 0 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0 = 0 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0 = 0 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +14:2/0 = 0 +14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_0/angular_velocity = 0.0 +15:2/0 = 0 +15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0 = 0 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0 = 0 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:4/0 = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0 = 0 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0 = 0 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0 = 0 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0 = 0 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0 = 0 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +10:5/0 = 0 +10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0 = 0 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +13:5/0 = 0 +13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0 = 0 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0 = 0 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0 = 0 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0 = 0 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +14:6/0 = 0 +14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:6/0/physics_layer_0/angular_velocity = 0.0 +15:6/0 = 0 +15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:7/0 = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:7/0 = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0 = 0 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0 = 0 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +12:7/0 = 0 +12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_0/angular_velocity = 0.0 +13:7/0 = 0 +13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_0/angular_velocity = 0.0 +14:7/0 = 0 +14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_0/angular_velocity = 0.0 +15:7/0 = 0 +15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_0/angular_velocity = 0.0 +0:8/0 = 0 +0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_0/angular_velocity = 0.0 +1:8/0 = 0 +1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_0/angular_velocity = 0.0 +2:8/0 = 0 +2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_0/angular_velocity = 0.0 +3:8/0 = 0 +3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_0/angular_velocity = 0.0 +4:8/0 = 0 +4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_0/angular_velocity = 0.0 +5:8/0 = 0 +5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_0/angular_velocity = 0.0 +6:8/0 = 0 +6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_0/angular_velocity = 0.0 +7:8/0 = 0 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +8:8/0 = 0 +8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0 = 0 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0 = 0 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +11:8/0 = 0 +11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_0/angular_velocity = 0.0 +12:8/0 = 0 +12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_0/angular_velocity = 0.0 +13:8/0 = 0 +13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_0/angular_velocity = 0.0 +14:8/0 = 0 +14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_0/angular_velocity = 0.0 +15:8/0 = 0 +15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_0/angular_velocity = 0.0 +0:9/0 = 0 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +3:9/0 = 0 +3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +6:9/0 = 0 +6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +10:9/0 = 0 +10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:9/0/physics_layer_0/angular_velocity = 0.0 +11:9/0 = 0 +11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_0/angular_velocity = 0.0 +12:9/0 = 0 +12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:9/0/physics_layer_0/angular_velocity = 0.0 +13:9/0 = 0 +13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:9/0/physics_layer_0/angular_velocity = 0.0 +14:9/0 = 0 +14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:9/0/physics_layer_0/angular_velocity = 0.0 +15:9/0 = 0 +15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:9/0/physics_layer_0/angular_velocity = 0.0 +0:10/0 = 0 +0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_0/angular_velocity = 0.0 +1:10/0 = 0 +1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_0/angular_velocity = 0.0 +2:10/0 = 0 +2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_0/angular_velocity = 0.0 +3:10/0 = 0 +3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +6:10/0 = 0 +6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0 = 0 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +13:10/0 = 0 +13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:10/0/physics_layer_0/angular_velocity = 0.0 +14:10/0 = 0 +14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:10/0/physics_layer_0/angular_velocity = 0.0 +15:10/0 = 0 +15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:10/0/physics_layer_0/angular_velocity = 0.0 +0:11/0 = 0 +0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_0/angular_velocity = 0.0 +1:11/0 = 0 +1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_0/angular_velocity = 0.0 +2:11/0 = 0 +2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_0/angular_velocity = 0.0 +3:11/0 = 0 +3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_0/angular_velocity = 0.0 +4:11/0 = 0 +4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_0/angular_velocity = 0.0 +13:11/0 = 0 +13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:11/0/physics_layer_0/angular_velocity = 0.0 +14:11/0 = 0 +14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:11/0/physics_layer_0/angular_velocity = 0.0 +15:11/0 = 0 +15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:11/0/physics_layer_0/angular_velocity = 0.0 + +[resource] +physics_layer_0/collision_layer = 1 +physics_layer_0/collision_mask = 0 +sources/1 = SubResource("TileSetAtlasSource_rkmbu") diff --git a/DungeonShooting_Godot/resource/tileSet/map1/TileSet1.tres b/DungeonShooting_Godot/resource/tileSet/map1/TileSet1.tres new file mode 100644 index 0000000..83c76d7 --- /dev/null +++ b/DungeonShooting_Godot/resource/tileSet/map1/TileSet1.tres @@ -0,0 +1,609 @@ +[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://b00g22o1cqhe8"] + +[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_aqcu3"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"] +texture = ExtResource("1_aqcu3") +0:0/0 = 0 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/next_alternative_id = 2 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/next_alternative_id = 2 +13:0/0 = 0 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0 = 0 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0 = 0 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0 = 0 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0 = 0 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0 = 0 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/terrain_set = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) +1:2/0/terrains_peering_bit/bottom_left_corner = 0 +1:2/0/terrains_peering_bit/top_left_corner = 0 +1:2/0/terrains_peering_bit/top_right_corner = 0 +2:2/0 = 0 +2:2/0/terrain_set = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) +2:2/0/terrains_peering_bit/top_left_corner = 0 +2:2/0/terrains_peering_bit/top_right_corner = 0 +3:2/0 = 0 +3:2/0/terrain_set = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) +3:2/0/terrains_peering_bit/bottom_right_corner = 0 +3:2/0/terrains_peering_bit/top_left_corner = 0 +3:2/0/terrains_peering_bit/top_right_corner = 0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/terrain_set = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +11:2/0/terrains_peering_bit/top_right_corner = 0 +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0 = 0 +13:2/0/terrain_set = 0 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +13:2/0/terrains_peering_bit/top_left_corner = 0 +14:2/0 = 0 +14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_0/angular_velocity = 0.0 +15:2/0 = 0 +15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/terrain_set = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:3/0/terrains_peering_bit/bottom_left_corner = 0 +1:3/0/terrains_peering_bit/top_left_corner = 0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:3/0 = 0 +3:3/0/terrain_set = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:3/0/terrains_peering_bit/bottom_right_corner = 0 +3:3/0/terrains_peering_bit/top_right_corner = 0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0 = 0 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0 = 0 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/terrain_set = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:4/0/terrains_peering_bit/bottom_left_corner = 0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:4/0 = 0 +3:4/0/terrain_set = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:4/0/terrains_peering_bit/bottom_right_corner = 0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0 = 0 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0 = 0 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0 = 0 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0 = 0 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0 = 0 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +10:5/0 = 0 +10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0 = 0 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +13:5/0 = 0 +13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0 = 0 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/next_alternative_id = 3 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:6/next_alternative_id = 3 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:6/next_alternative_id = 3 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0 = 0 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0 = 0 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0 = 0 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +14:6/0 = 0 +14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:6/0/physics_layer_0/angular_velocity = 0.0 +15:6/0 = 0 +15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/terrain_set = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:7/0/terrains_peering_bit/bottom_right_corner = 0 +1:7/0/terrains_peering_bit/bottom_left_corner = 0 +1:7/0/terrains_peering_bit/top_left_corner = 0 +2:7/0 = 0 +2:7/0/terrain_set = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:7/0/terrains_peering_bit/bottom_right_corner = 0 +2:7/0/terrains_peering_bit/bottom_left_corner = 0 +3:7/0 = 0 +3:7/0/terrain_set = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:7/0/terrains_peering_bit/bottom_right_corner = 0 +3:7/0/terrains_peering_bit/bottom_left_corner = 0 +3:7/0/terrains_peering_bit/top_right_corner = 0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0 = 0 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0 = 0 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +12:7/0 = 0 +12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_0/angular_velocity = 0.0 +13:7/0 = 0 +13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_0/angular_velocity = 0.0 +14:7/0 = 0 +14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_0/angular_velocity = 0.0 +15:7/0 = 0 +15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_0/angular_velocity = 0.0 +0:8/0 = 0 +0:8/0/terrain_set = 0 +0:8/0/terrain = 0 +0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_0/angular_velocity = 0.0 +0:8/0/terrains_peering_bit/bottom_right_corner = 0 +0:8/0/terrains_peering_bit/bottom_left_corner = 0 +0:8/0/terrains_peering_bit/top_left_corner = 0 +0:8/0/terrains_peering_bit/top_right_corner = 0 +1:8/0 = 0 +1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_0/angular_velocity = 0.0 +2:8/0 = 0 +2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_0/angular_velocity = 0.0 +3:8/0 = 0 +3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_0/angular_velocity = 0.0 +4:8/0 = 0 +4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_0/angular_velocity = 0.0 +5:8/0 = 0 +5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_0/angular_velocity = 0.0 +6:8/0 = 0 +6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_0/angular_velocity = 0.0 +7:8/0 = 0 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +8:8/0 = 0 +8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0 = 0 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0 = 0 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +11:8/0 = 0 +11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_0/angular_velocity = 0.0 +12:8/0 = 0 +12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_0/angular_velocity = 0.0 +13:8/0 = 0 +13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_0/angular_velocity = 0.0 +14:8/0 = 0 +14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_0/angular_velocity = 0.0 +15:8/0 = 0 +15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_0/angular_velocity = 0.0 +0:9/0 = 0 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +3:9/0 = 0 +3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +6:9/0 = 0 +6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +10:9/0 = 0 +10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:9/0/physics_layer_0/angular_velocity = 0.0 +11:9/0 = 0 +11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_0/angular_velocity = 0.0 +12:9/0 = 0 +12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:9/0/physics_layer_0/angular_velocity = 0.0 +13:9/0 = 0 +13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:9/0/physics_layer_0/angular_velocity = 0.0 +14:9/0 = 0 +14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:9/0/physics_layer_0/angular_velocity = 0.0 +15:9/0 = 0 +15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:9/0/physics_layer_0/angular_velocity = 0.0 +0:10/0 = 0 +0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_0/angular_velocity = 0.0 +1:10/0 = 0 +1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_0/angular_velocity = 0.0 +2:10/0 = 0 +2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_0/angular_velocity = 0.0 +3:10/0 = 0 +3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +6:10/0 = 0 +6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0 = 0 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +13:10/0 = 0 +13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:10/0/physics_layer_0/angular_velocity = 0.0 +14:10/0 = 0 +14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:10/0/physics_layer_0/angular_velocity = 0.0 +15:10/0 = 0 +15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:10/0/physics_layer_0/angular_velocity = 0.0 +0:11/0 = 0 +0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_0/angular_velocity = 0.0 +1:11/0 = 0 +1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_0/angular_velocity = 0.0 +2:11/0 = 0 +2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_0/angular_velocity = 0.0 +3:11/0 = 0 +3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_0/angular_velocity = 0.0 +4:11/0 = 0 +4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_0/angular_velocity = 0.0 +13:11/0 = 0 +13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:11/0/physics_layer_0/angular_velocity = 0.0 +14:11/0 = 0 +14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:11/0/physics_layer_0/angular_velocity = 0.0 +15:11/0 = 0 +15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:11/0/physics_layer_0/angular_velocity = 0.0 + +[resource] +physics_layer_0/collision_layer = 1 +physics_layer_0/collision_mask = 0 +terrain_set_0/mode = 1 +terrain_set_0/terrain_0/name = "Terrain 0" +terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1) +sources/0 = SubResource("TileSetAtlasSource_yvgyd") diff --git a/DungeonShooting_Godot/resource/tileSet/map1/website.txt b/DungeonShooting_Godot/resource/tileSet/map1/website.txt new file mode 100644 index 0000000..bb6d4d7 --- /dev/null +++ b/DungeonShooting_Godot/resource/tileSet/map1/website.txt @@ -0,0 +1 @@ +https://aekae13.itch.io/16x16-dungeon-walls-reconfig diff --git a/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png b/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png new file mode 100644 index 0000000..00d2144 --- /dev/null +++ b/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png Binary files differ diff --git a/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import b/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import new file mode 100644 index 0000000..99a2129 --- /dev/null +++ b/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://dj8nrd5od4fcl" +path="res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-6b9c7aa989d5daed09467a8f406709cf.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" +dest_files=["res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-6b9c7aa989d5daed09467a8f406709cf.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/DungeonShooting_Godot/scene/test/TestMask2.tscn b/DungeonShooting_Godot/scene/test/TestMask2.tscn index a18fde2..033304b 100644 --- a/DungeonShooting_Godot/scene/test/TestMask2.tscn +++ b/DungeonShooting_Godot/scene/test/TestMask2.tscn @@ -3,10 +3,11 @@ [ext_resource type="Script" path="res://src/test/TestMask2.cs" id="1_rtexh"] [ext_resource type="Texture2D" uid="uid://b1qqkdbgeiptt" path="res://resource/sprite/brush/Brush1.png" id="2_bgpg8"] [ext_resource type="Texture2D" uid="uid://diehy0xukqgxk" path="res://resource/sprite/brush/Brush2.png" id="3_207p4"] -[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/map1/TileSet1.tres" id="4_10tef"] +[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/tileSet/map1/TileSet1.tres" id="4_10tef"] [ext_resource type="SpriteFrames" uid="uid://n11thtali6es" path="res://resource/spriteFrames/role/Role0001.tres" id="7_dqhlh"] + [node name="TestMask2" type="SubViewportContainer" node_paths=PackedStringArray("Message", "Player")] offset_right = 480.0 offset_bottom = 270.0 diff --git a/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn b/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn index 7d954b0..7e4514c 100644 --- a/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn +++ b/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn @@ -1,6 +1,7 @@ [gd_scene load_steps=3 format=3 uid="uid://dr72ij0rwlafo"] -[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/map1/TileSet1.tres" id="1_oisp3"] +[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/tileSet/map1/TileSet1.tres" id="1_oisp3"] + diff --git a/DungeonShooting_Godot/scene/test/TestPerfectPixelScene.tscn b/DungeonShooting_Godot/scene/test/TestPerfectPixelScene.tscn index e8bcfc6..7de217a 100644 --- a/DungeonShooting_Godot/scene/test/TestPerfectPixelScene.tscn +++ b/DungeonShooting_Godot/scene/test/TestPerfectPixelScene.tscn @@ -1,10 +1,11 @@ [gd_scene load_steps=6 format=3 uid="uid://b3ybffxcq0kkb"] [ext_resource type="Script" path="res://src/test/TestPerfectPixelScene.cs" id="1_u6ihh"] -[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/map1/TileSet1.tres" id="1_wc2ux"] +[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/tileSet/map1/TileSet1.tres" id="1_wc2ux"] [ext_resource type="Texture2D" uid="uid://dto03bc2qbhnj" path="res://resource/sprite/shell/Shell0001.png" id="3_kc4l0"] [ext_resource type="SpriteFrames" uid="uid://n11thtali6es" path="res://resource/spriteFrames/role/Role0001.tres" id="4_6nerw"] + [sub_resource type="RectangleShape2D" id="RectangleShape2D_tmsub"] [node name="TestPerfectPixelScene" type="Node2D" node_paths=PackedStringArray("Player", "FpsLabel", "Camera2D")] diff --git a/DungeonShooting_Godot/scene/test/TestTileLayer.tscn b/DungeonShooting_Godot/scene/test/TestTileLayer.tscn index 43c3ad7..1e47c5b 100644 --- a/DungeonShooting_Godot/scene/test/TestTileLayer.tscn +++ b/DungeonShooting_Godot/scene/test/TestTileLayer.tscn @@ -1,6 +1,6 @@ [gd_scene load_steps=13 format=3 uid="uid://d1m4kunwifxax"] -[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1"] +[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1"] [ext_resource type="Texture2D" uid="uid://ddhkhfaos2w1g" path="res://resource/sprite/role/enemy0001/enemy0001.png" id="2"] [ext_resource type="Texture2D" uid="uid://5geiuvv6hyov" path="res://resource/sprite/weapon/gun2.png" id="3"] [ext_resource type="Texture2D" uid="uid://dto03bc2qbhnj" path="res://resource/sprite/shell/Shell0001.png" id="4"] @@ -8,6 +8,7 @@ + [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ch2b5"] texture = ExtResource("1") margins = Vector2i(80, 144) diff --git a/DungeonShooting_Godot/src/framework/map/tileSet/TileSetInfo.cs b/DungeonShooting_Godot/src/framework/map/tileSet/TileSetInfo.cs new file mode 100644 index 0000000..14ba01b --- /dev/null +++ b/DungeonShooting_Godot/src/framework/map/tileSet/TileSetInfo.cs @@ -0,0 +1,14 @@ + +using System.Text.Json.Serialization; + +/// +/// 图块集数据 +/// +public class TileSetInfo +{ + /// + /// 图块集名称 + /// + [JsonInclude] + public string Name; +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/DragUiManager.cs b/DungeonShooting_Godot/src/game/manager/DragUiManager.cs index e6f25ec..cfb206a 100644 --- a/DungeonShooting_Godot/src/game/manager/DragUiManager.cs +++ b/DungeonShooting_Godot/src/game/manager/DragUiManager.cs @@ -34,14 +34,14 @@ { foreach (var dragBinder in _list) { - if (dragBinder.Dragging && !Input.IsMouseButtonPressed(MouseButton.Left)) //松开鼠标, 结束拖拽 + if (dragBinder.Dragging && !Input.IsActionPressed("mouse_left")) //松开鼠标, 结束拖拽 { dragBinder.Dragging = false; dragBinder.Callback(DragState.DragEnd, Vector2.Zero); } else if (!dragBinder.Dragging) //开始拖拽 { - if (dragBinder.MouseEntered && Input.IsMouseButtonPressed(MouseButton.Left)) + if (dragBinder.MouseEntered && Input.IsActionJustPressed("mouse_left")) { dragBinder.Dragging = true; dragBinder.PrevPosition = dragBinder.Control.GetGlobalMousePosition(); @@ -66,7 +66,7 @@ { foreach (var binder in _removeList) { - if (_list.Remove(binder)) + if (_list.Remove(binder) && GodotObject.IsInstanceValid(binder.Control)) { binder.Control.MouseEntered -= binder.OnMouseEntered; binder.Control.MouseExited -= binder.OnMouseExited; diff --git a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs index 6472a8d..2004942 100644 --- a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs +++ b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs @@ -77,13 +77,14 @@ public const string prefab_ui_MapEditorMapMark_tscn = "res://prefab/ui/MapEditorMapMark.tscn"; public const string prefab_ui_MapEditorProject_tscn = "res://prefab/ui/MapEditorProject.tscn"; public const string prefab_ui_MapEditorSelectObject_tscn = "res://prefab/ui/MapEditorSelectObject.tscn"; - public const string prefab_ui_MapEditorTileSet_tscn = "res://prefab/ui/MapEditorTileSet.tscn"; public const string prefab_ui_MapEditorTools_tscn = "res://prefab/ui/MapEditorTools.tscn"; public const string prefab_ui_PauseMenu_tscn = "res://prefab/ui/PauseMenu.tscn"; public const string prefab_ui_RoomMap_tscn = "res://prefab/ui/RoomMap.tscn"; public const string prefab_ui_RoomUI_tscn = "res://prefab/ui/RoomUI.tscn"; public const string prefab_ui_Setting_tscn = "res://prefab/ui/Setting.tscn"; public const string prefab_ui_Settlement_tscn = "res://prefab/ui/Settlement.tscn"; + public const string prefab_ui_TileSetEditor_tscn = "res://prefab/ui/TileSetEditor.tscn"; + public const string prefab_ui_TileSetEditorProject_tscn = "res://prefab/ui/TileSetEditorProject.tscn"; public const string prefab_weapon_Weapon0001_tscn = "res://prefab/weapon/Weapon0001.tscn"; public const string prefab_weapon_Weapon0002_tscn = "res://prefab/weapon/Weapon0002.tscn"; public const string prefab_weapon_Weapon0003_tscn = "res://prefab/weapon/Weapon0003.tscn"; @@ -108,10 +109,6 @@ public const string resource_font_DinkieBitmap9pxItalicDemo_ttf = "res://resource/font/DinkieBitmap-9pxItalicDemo.ttf"; public const string resource_font_VonwaonBitmap12px_ttf = "res://resource/font/VonwaonBitmap-12px.ttf"; public const string resource_font_VonwaonBitmap16px_ttf = "res://resource/font/VonwaonBitmap-16px.ttf"; - public const string resource_map_tileSet_TileSet_old_tres = "res://resource/map/tileSet/TileSet_old.tres"; - public const string resource_map_tileSet_map1_TileSet1_tres = "res://resource/map/tileSet/map1/TileSet1.tres"; - public const string resource_map_tileSet_map1_website_txt = "res://resource/map/tileSet/map1/website.txt"; - public const string resource_map_tileSprite_map1_16x16dungeoniiwallreconfigv04spritesheet_png = "res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png"; public const string resource_material_Blend_gdshader = "res://resource/material/Blend.gdshader"; public const string resource_material_Blend_tres = "res://resource/material/Blend.tres"; public const string resource_material_Mask_gdshader = "res://resource/material/Mask.gdshader"; @@ -409,6 +406,10 @@ public const string resource_spriteFrames_weapon_Weapon0009_tres = "res://resource/spriteFrames/weapon/Weapon0009.tres"; public const string resource_theme_mainTheme_tres = "res://resource/theme/mainTheme.tres"; public const string resource_theme_theme1_tres = "res://resource/theme/theme1.tres"; + public const string resource_tileSet_TileSet_old_tres = "res://resource/tileSet/TileSet_old.tres"; + public const string resource_tileSet_map1_TileSet1_tres = "res://resource/tileSet/map1/TileSet1.tres"; + public const string resource_tileSet_map1_website_txt = "res://resource/tileSet/map1/website.txt"; + public const string resource_tileSprite_map1_16x16dungeoniiwallreconfigv04spritesheet_png = "res://resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png"; public const string scene_Main_tscn = "res://scene/Main.tscn"; public const string scene_World_tscn = "res://scene/World.tscn"; public const string scene_test_TestCreateSector_tscn = "res://scene/test/TestCreateSector.tscn"; diff --git a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs index 0cc8c3f..62fcb65 100644 --- a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs +++ b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs @@ -21,13 +21,14 @@ public const string MapEditorMapMark = "MapEditorMapMark"; public const string MapEditorProject = "MapEditorProject"; public const string MapEditorSelectObject = "MapEditorSelectObject"; - public const string MapEditorTileSet = "MapEditorTileSet"; public const string MapEditorTools = "MapEditorTools"; public const string PauseMenu = "PauseMenu"; public const string RoomMap = "RoomMap"; public const string RoomUI = "RoomUI"; public const string Setting = "Setting"; public const string Settlement = "Settlement"; + public const string TileSetEditor = "TileSetEditor"; + public const string TileSetEditorProject = "TileSetEditorProject"; } /// @@ -799,54 +800,6 @@ } /// - /// 创建 MapEditorTileSet, 并返回UI实例, 该函数不会打开 Ui - /// - public static UI.MapEditorTileSet.MapEditorTileSetPanel Create_MapEditorTileSet() - { - return CreateUi(UiNames.MapEditorTileSet); - } - - /// - /// 打开 MapEditorTileSet, 并返回UI实例 - /// - public static UI.MapEditorTileSet.MapEditorTileSetPanel Open_MapEditorTileSet() - { - return OpenUi(UiNames.MapEditorTileSet); - } - - /// - /// 隐藏 MapEditorTileSet 的所有实例 - /// - public static void Hide_MapEditorTileSet() - { - var uiInstance = Get_MapEditorTileSet_Instance(); - foreach (var uiPanel in uiInstance) - { - uiPanel.HideUi(); - } - } - - /// - /// 销毁 MapEditorTileSet 的所有实例 - /// - public static void Destroy_MapEditorTileSet() - { - var uiInstance = Get_MapEditorTileSet_Instance(); - foreach (var uiPanel in uiInstance) - { - uiPanel.Destroy(); - } - } - - /// - /// 获取所有 MapEditorTileSet 的实例, 如果没有实例, 则返回一个空数组 - /// - public static UI.MapEditorTileSet.MapEditorTileSetPanel[] Get_MapEditorTileSet_Instance() - { - return GetUiInstance(nameof(UI.MapEditorTileSet.MapEditorTileSet)); - } - - /// /// 创建 MapEditorTools, 并返回UI实例, 该函数不会打开 Ui /// public static UI.MapEditorTools.MapEditorToolsPanel Create_MapEditorTools() @@ -1134,4 +1087,100 @@ return GetUiInstance(nameof(UI.Settlement.Settlement)); } + /// + /// 创建 TileSetEditor, 并返回UI实例, 该函数不会打开 Ui + /// + public static UI.TileSetEditor.TileSetEditorPanel Create_TileSetEditor() + { + return CreateUi(UiNames.TileSetEditor); + } + + /// + /// 打开 TileSetEditor, 并返回UI实例 + /// + public static UI.TileSetEditor.TileSetEditorPanel Open_TileSetEditor() + { + return OpenUi(UiNames.TileSetEditor); + } + + /// + /// 隐藏 TileSetEditor 的所有实例 + /// + public static void Hide_TileSetEditor() + { + var uiInstance = Get_TileSetEditor_Instance(); + foreach (var uiPanel in uiInstance) + { + uiPanel.HideUi(); + } + } + + /// + /// 销毁 TileSetEditor 的所有实例 + /// + public static void Destroy_TileSetEditor() + { + var uiInstance = Get_TileSetEditor_Instance(); + foreach (var uiPanel in uiInstance) + { + uiPanel.Destroy(); + } + } + + /// + /// 获取所有 TileSetEditor 的实例, 如果没有实例, 则返回一个空数组 + /// + public static UI.TileSetEditor.TileSetEditorPanel[] Get_TileSetEditor_Instance() + { + return GetUiInstance(nameof(UI.TileSetEditor.TileSetEditor)); + } + + /// + /// 创建 TileSetEditorProject, 并返回UI实例, 该函数不会打开 Ui + /// + public static UI.TileSetEditorProject.TileSetEditorProjectPanel Create_TileSetEditorProject() + { + return CreateUi(UiNames.TileSetEditorProject); + } + + /// + /// 打开 TileSetEditorProject, 并返回UI实例 + /// + public static UI.TileSetEditorProject.TileSetEditorProjectPanel Open_TileSetEditorProject() + { + return OpenUi(UiNames.TileSetEditorProject); + } + + /// + /// 隐藏 TileSetEditorProject 的所有实例 + /// + public static void Hide_TileSetEditorProject() + { + var uiInstance = Get_TileSetEditorProject_Instance(); + foreach (var uiPanel in uiInstance) + { + uiPanel.HideUi(); + } + } + + /// + /// 销毁 TileSetEditorProject 的所有实例 + /// + public static void Destroy_TileSetEditorProject() + { + var uiInstance = Get_TileSetEditorProject_Instance(); + foreach (var uiPanel in uiInstance) + { + uiPanel.Destroy(); + } + } + + /// + /// 获取所有 TileSetEditorProject 的实例, 如果没有实例, 则返回一个空数组 + /// + public static UI.TileSetEditorProject.TileSetEditorProjectPanel[] Get_TileSetEditorProject_Instance() + { + return GetUiInstance(nameof(UI.TileSetEditorProject.TileSetEditorProject)); + } + } diff --git a/DungeonShooting_Godot/src/game/room/World.cs b/DungeonShooting_Godot/src/game/room/World.cs index 35673f9..ea87702 100644 --- a/DungeonShooting_Godot/src/game/room/World.cs +++ b/DungeonShooting_Godot/src/game/room/World.cs @@ -72,9 +72,9 @@ Color = Colors.Black; //临时处理, 加载TileSet - var tileSet = ResourceManager.Load(ResourcePath.resource_map_tileSet_map1_TileSet1_tres); + var tileSet = ResourceManager.Load(ResourcePath.resource_tileSet_map1_TileSet1_tres); var tileSetAtlasSource = (TileSetAtlasSource)tileSet.GetSource(0); - tileSetAtlasSource.Texture = ImageTexture.CreateFromImage(Image.LoadFromFile("resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png")); + tileSetAtlasSource.Texture = ImageTexture.CreateFromImage(Image.LoadFromFile("resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png")); TileRoot.TileSet = tileSet; TileRoot.YSortEnabled = false; } diff --git a/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditor.cs b/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditor.cs index 4d94396..00fd921 100644 --- a/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditor.cs +++ b/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditor.cs @@ -42,11 +42,6 @@ inst3.L_MapEditorMapLayer.Instance.OnCreateUi(); inst3.L_MapEditorMapLayer.Instance.OnInitNestedUi(); - var inst4 = L_Bg.L_VBoxContainer.L_HSplitContainer.L_Right.L_MarginContainer.L_TabContainer.L_MapTileSet; - RecordNestedUi(inst4.L_MapEditorTileSet.Instance, inst4, UiManager.RecordType.Open); - inst4.L_MapEditorTileSet.Instance.OnCreateUi(); - inst4.L_MapEditorTileSet.Instance.OnInitNestedUi(); - } /// @@ -481,44 +476,6 @@ } /// - /// 类型: , 路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer.MapTileSet.MapEditorTileSet - /// - public class MapEditorTileSet : UiNode - { - public MapEditorTileSet(MapEditorPanel uiPanel, UI.MapEditorTileSet.MapEditorTileSetPanel node) : base(uiPanel, node) { } - public override MapEditorTileSet Clone() - { - var uiNode = new MapEditorTileSet(UiPanel, (UI.MapEditorTileSet.MapEditorTileSetPanel)Instance.Duplicate()); - UiPanel.RecordNestedUi(uiNode.Instance, this, UiManager.RecordType.Open); - uiNode.Instance.OnCreateUi(); - uiNode.Instance.OnInitNestedUi(); - return uiNode; - } - } - - /// - /// 类型: , 路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer.MapTileSet - /// - public class MapTileSet : UiNode - { - /// - /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer.MapEditorTileSet - /// - public MapEditorTileSet L_MapEditorTileSet - { - get - { - if (_L_MapEditorTileSet == null) _L_MapEditorTileSet = new MapEditorTileSet(UiPanel, Instance.GetNode("MapEditorTileSet")); - return _L_MapEditorTileSet; - } - } - private MapEditorTileSet _L_MapEditorTileSet; - - public MapTileSet(MapEditorPanel uiPanel, Godot.MarginContainer node) : base(uiPanel, node) { } - public override MapTileSet Clone() => new (UiPanel, (Godot.MarginContainer)Instance.Duplicate()); - } - - /// /// 类型: , 路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer /// public class TabContainer : UiNode @@ -549,19 +506,6 @@ } private MapLayer _L_MapLayer; - /// - /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.MapTileSet - /// - public MapTileSet L_MapTileSet - { - get - { - if (_L_MapTileSet == null) _L_MapTileSet = new MapTileSet(UiPanel, Instance.GetNode("MapTileSet")); - return _L_MapTileSet; - } - } - private MapTileSet _L_MapTileSet; - public TabContainer(MapEditorPanel uiPanel, Godot.TabContainer node) : base(uiPanel, node) { } public override TabContainer Clone() => new (UiPanel, (Godot.TabContainer)Instance.Duplicate()); } @@ -804,16 +748,6 @@ public MapLayer S_MapLayer => L_Bg.L_VBoxContainer.L_HSplitContainer.L_Right.L_MarginContainer.L_TabContainer.L_MapLayer; /// - /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer.MapTileSet.MapEditorTileSet - /// - public MapEditorTileSet S_MapEditorTileSet => L_Bg.L_VBoxContainer.L_HSplitContainer.L_Right.L_MarginContainer.L_TabContainer.L_MapTileSet.L_MapEditorTileSet; - - /// - /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer.MapTileSet - /// - public MapTileSet S_MapTileSet => L_Bg.L_VBoxContainer.L_HSplitContainer.L_Right.L_MarginContainer.L_TabContainer.L_MapTileSet; - - /// /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditor.Bg.VBoxContainer.HSplitContainer.Right.MarginContainer.TabContainer /// public TabContainer S_TabContainer => L_Bg.L_VBoxContainer.L_HSplitContainer.L_Right.L_MarginContainer.L_TabContainer; diff --git a/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs index 8dbcf13..e8f332e 100644 --- a/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs @@ -27,14 +27,13 @@ public override void OnCreateUi() { //临时处理, 加载TileSet - var tileSet = ResourceManager.Load(ResourcePath.resource_map_tileSet_map1_TileSet1_tres); + var tileSet = ResourceManager.Load(ResourcePath.resource_tileSet_map1_TileSet1_tres); var tileSetAtlasSource = (TileSetAtlasSource)tileSet.GetSource(0); - tileSetAtlasSource.Texture = ImageTexture.CreateFromImage(Image.LoadFromFile("resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png")); + tileSetAtlasSource.Texture = ImageTexture.CreateFromImage(Image.LoadFromFile("resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png")); S_TileMap.Instance.TileSet = tileSet; S_TabContainer.Instance.SetTabTitle(0, "对象"); S_TabContainer.Instance.SetTabTitle(1, "图层"); - S_TabContainer.Instance.SetTabTitle(2, "图块"); //S_MapLayer.Instance.Init(S_MapLayer); S_Left.Instance.Resized += OnMapViewResized; S_Back.Instance.Pressed += OnBackClick; diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs index ad57e6e..f4343c7 100644 --- a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs +++ b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs @@ -38,6 +38,24 @@ } /// + /// 类型: , 路径: MapEditorProject.Bg.VBoxContainer.Head.TileSetBtn + /// + public class TileSetBtn : UiNode + { + public TileSetBtn(MapEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TileSetBtn Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: MapEditorProject.Bg.VBoxContainer.Head.Title + /// + public class Title : UiNode + { + public Title(MapEditorProjectPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override Title Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// /// 类型: , 路径: MapEditorProject.Bg.VBoxContainer.Head /// public class Head : UiNode @@ -55,6 +73,32 @@ } private Back _L_Back; + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorProject.Bg.VBoxContainer.TileSetBtn + /// + public TileSetBtn L_TileSetBtn + { + get + { + if (_L_TileSetBtn == null) _L_TileSetBtn = new TileSetBtn(UiPanel, Instance.GetNode("TileSetBtn")); + return _L_TileSetBtn; + } + } + private TileSetBtn _L_TileSetBtn; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorProject.Bg.VBoxContainer.Title + /// + public Title L_Title + { + get + { + if (_L_Title == null) _L_Title = new Title(UiPanel, Instance.GetNode("Title")); + return _L_Title; + } + } + private Title _L_Title; + public Head(MapEditorProjectPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } public override Head Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); } @@ -726,6 +770,16 @@ public Back S_Back => L_Bg.L_VBoxContainer.L_Head.L_Back; /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.Bg.VBoxContainer.Head.TileSetBtn + /// + public TileSetBtn S_TileSetBtn => L_Bg.L_VBoxContainer.L_Head.L_TileSetBtn; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.Bg.VBoxContainer.Head.Title + /// + public Title S_Title => L_Bg.L_VBoxContainer.L_Head.L_Title; + + /// /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.Bg.VBoxContainer.Head /// public Head S_Head => L_Bg.L_VBoxContainer.L_Head; diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs index 83cfad6..8950509 100644 --- a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs @@ -50,6 +50,7 @@ S_RoomEditButton.Instance.Pressed += OnEditRoom; S_RoomDeleteButton.Instance.Pressed += OnDeleteRoom; S_GroupAddButton.Instance.Pressed += OnCreateGroupClick; + S_TileSetBtn.Instance.Pressed += OnTileSetBtnClick; _eventFactory = EventManager.CreateEventFactory(); _eventFactory.AddEventListener(EventEnum.OnCreateGroupFinish, OnCreateGroupFinish); @@ -181,6 +182,12 @@ { EditorWindowManager.ShowCreateGroup(CreateGroup); } + + //点击跳转编辑图块集按钮 + private void OnTileSetBtnClick() + { + OpenNextUi(UiManager.UiNames.TileSetEditorProject); + } //创建地牢房间按钮点击 private void OnCreateRoomClick() diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorTileSet/MapEditorTileSet.cs b/DungeonShooting_Godot/src/game/ui/mapEditorTileSet/MapEditorTileSet.cs deleted file mode 100644 index 6d59628..0000000 --- a/DungeonShooting_Godot/src/game/ui/mapEditorTileSet/MapEditorTileSet.cs +++ /dev/null @@ -1,46 +0,0 @@ -namespace UI.MapEditorTileSet; - -/// -/// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失 -/// -public abstract partial class MapEditorTileSet : UiBase -{ - /// - /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorTileSet.Label - /// - public Label L_Label - { - get - { - if (_L_Label == null) _L_Label = new Label((MapEditorTileSetPanel)this, GetNode("Label")); - return _L_Label; - } - } - private Label _L_Label; - - - public MapEditorTileSet() : base(nameof(MapEditorTileSet)) - { - } - - public sealed override void OnInitNestedUi() - { - - } - - /// - /// 类型: , 路径: MapEditorTileSet.Label - /// - public class Label : UiNode - { - public Label(MapEditorTileSetPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } - public override Label Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); - } - - - /// - /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorTileSet.Label - /// - public Label S_Label => L_Label; - -} diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorTileSet/MapEditorTileSetPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditorTileSet/MapEditorTileSetPanel.cs deleted file mode 100644 index fbc477e..0000000 --- a/DungeonShooting_Godot/src/game/ui/mapEditorTileSet/MapEditorTileSetPanel.cs +++ /dev/null @@ -1,18 +0,0 @@ -using Godot; - -namespace UI.MapEditorTileSet; - -public partial class MapEditorTileSetPanel : MapEditorTileSet -{ - - public override void OnCreateUi() - { - - } - - public override void OnDestroyUi() - { - - } - -} diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditor.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditor.cs new file mode 100644 index 0000000..16a368b --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditor.cs @@ -0,0 +1,658 @@ +namespace UI.TileSetEditor; + +/// +/// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失 +/// +public abstract partial class TileSetEditor : UiBase +{ + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg + /// + public Bg L_Bg + { + get + { + if (_L_Bg == null) _L_Bg = new Bg((TileSetEditorPanel)this, GetNode("Bg")); + return _L_Bg; + } + } + private Bg _L_Bg; + + + public TileSetEditor() : base(nameof(TileSetEditor)) + { + } + + public sealed override void OnInitNestedUi() + { + _ = L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot; + + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.Head.Back + /// + public class Back : UiNode + { + public Back(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override Back Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.Head.Save + /// + public class Save : UiNode + { + public Save(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override Save Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.Head.Title + /// + public class Title : UiNode + { + public Title(TileSetEditorPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override Title Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.Head + /// + public class Head : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Back + /// + public Back L_Back + { + get + { + if (_L_Back == null) _L_Back = new Back(UiPanel, Instance.GetNode("Back")); + return _L_Back; + } + } + private Back _L_Back; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Save + /// + public Save L_Save + { + get + { + if (_L_Save == null) _L_Save = new Save(UiPanel, Instance.GetNode("Save")); + return _L_Save; + } + } + private Save _L_Save; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Title + /// + public Title L_Title + { + get + { + if (_L_Title == null) _L_Title = new Title(UiPanel, Instance.GetNode("Title")); + return _L_Title; + } + } + private Title _L_Title; + + public Head(TileSetEditorPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override Head Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.ImportTab + /// + public class ImportTab : UiNode + { + public ImportTab(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override ImportTab Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.TileCellTab + /// + public class TileCellTab : UiNode + { + public TileCellTab(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TileCellTab Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.TerrainTab + /// + public class TerrainTab : UiNode + { + public TerrainTab(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TerrainTab Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.PatternTab + /// + public class PatternTab : UiNode + { + public PatternTab(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override PatternTab Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.ObjectTab + /// + public class ObjectTab : UiNode + { + public ObjectTab(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override ObjectTab Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.TrapBtn + /// + public class TrapBtn : UiNode + { + public TrapBtn(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TrapBtn Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer + /// + public class VBoxContainer_1 : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.ImportTab + /// + public ImportTab L_ImportTab + { + get + { + if (_L_ImportTab == null) _L_ImportTab = new ImportTab(UiPanel, Instance.GetNode("ImportTab")); + return _L_ImportTab; + } + } + private ImportTab _L_ImportTab; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.TileCellTab + /// + public TileCellTab L_TileCellTab + { + get + { + if (_L_TileCellTab == null) _L_TileCellTab = new TileCellTab(UiPanel, Instance.GetNode("TileCellTab")); + return _L_TileCellTab; + } + } + private TileCellTab _L_TileCellTab; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.TerrainTab + /// + public TerrainTab L_TerrainTab + { + get + { + if (_L_TerrainTab == null) _L_TerrainTab = new TerrainTab(UiPanel, Instance.GetNode("TerrainTab")); + return _L_TerrainTab; + } + } + private TerrainTab _L_TerrainTab; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.PatternTab + /// + public PatternTab L_PatternTab + { + get + { + if (_L_PatternTab == null) _L_PatternTab = new PatternTab(UiPanel, Instance.GetNode("PatternTab")); + return _L_PatternTab; + } + } + private PatternTab _L_PatternTab; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.ObjectTab + /// + public ObjectTab L_ObjectTab + { + get + { + if (_L_ObjectTab == null) _L_ObjectTab = new ObjectTab(UiPanel, Instance.GetNode("ObjectTab")); + return _L_ObjectTab; + } + } + private ObjectTab _L_ObjectTab; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.TrapBtn + /// + public TrapBtn L_TrapBtn + { + get + { + if (_L_TrapBtn == null) _L_TrapBtn = new TrapBtn(UiPanel, Instance.GetNode("TrapBtn")); + return _L_TrapBtn; + } + } + private TrapBtn _L_TrapBtn; + + public VBoxContainer_1(TileSetEditorPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } + public override VBoxContainer_1 Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer + /// + public class GridContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.VBoxContainer + /// + public VBoxContainer_1 L_VBoxContainer + { + get + { + if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer_1(UiPanel, Instance.GetNode("VBoxContainer")); + return _L_VBoxContainer; + } + } + private VBoxContainer_1 _L_VBoxContainer; + + public GridContainer(TileSetEditorPanel uiPanel, Godot.ScrollContainer node) : base(uiPanel, node) { } + public override GridContainer Clone() => new (UiPanel, (Godot.ScrollContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer + /// + public class MarginContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.GridContainer + /// + public GridContainer L_GridContainer + { + get + { + if (_L_GridContainer == null) _L_GridContainer = new GridContainer(UiPanel, Instance.GetNode("GridContainer")); + return _L_GridContainer; + } + } + private GridContainer _L_GridContainer; + + public MarginContainer(TileSetEditorPanel uiPanel, Godot.MarginContainer node) : base(uiPanel, node) { } + public override MarginContainer Clone() => new (UiPanel, (Godot.MarginContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot + /// + public class LeftRoot : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.MarginContainer + /// + public MarginContainer L_MarginContainer + { + get + { + if (_L_MarginContainer == null) _L_MarginContainer = new MarginContainer(UiPanel, Instance.GetNode("MarginContainer")); + return _L_MarginContainer; + } + } + private MarginContainer _L_MarginContainer; + + public LeftRoot(TileSetEditorPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override LeftRoot Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportButton + /// + public class ImportButton : UiNode + { + public ImportButton(TileSetEditorPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override ImportButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportLabel + /// + public class ImportLabel : UiNode + { + public ImportLabel(TileSetEditorPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override ImportLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportIcon + /// + public class ImportIcon : UiNode + { + public ImportIcon(TileSetEditorPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } + public override ImportIcon Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.Control.ImportPreview + /// + public class ImportPreview : UiNode + { + public ImportPreview(TileSetEditorPanel uiPanel, Godot.Sprite2D node) : base(uiPanel, node) { } + public override ImportPreview Clone() => new (UiPanel, (Godot.Sprite2D)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.Control + /// + public class Control : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportPreview + /// + public ImportPreview L_ImportPreview + { + get + { + if (_L_ImportPreview == null) _L_ImportPreview = new ImportPreview(UiPanel, Instance.GetNode("ImportPreview")); + return _L_ImportPreview; + } + } + private ImportPreview _L_ImportPreview; + + public Control(TileSetEditorPanel uiPanel, Godot.Control node) : base(uiPanel, node) { } + public override Control Clone() => new (UiPanel, (Godot.Control)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot + /// + public class ImportRoot : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportButton + /// + public ImportButton L_ImportButton + { + get + { + if (_L_ImportButton == null) _L_ImportButton = new ImportButton(UiPanel, Instance.GetNode("ImportButton")); + return _L_ImportButton; + } + } + private ImportButton _L_ImportButton; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportLabel + /// + public ImportLabel L_ImportLabel + { + get + { + if (_L_ImportLabel == null) _L_ImportLabel = new ImportLabel(UiPanel, Instance.GetNode("ImportLabel")); + return _L_ImportLabel; + } + } + private ImportLabel _L_ImportLabel; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportIcon + /// + public ImportIcon L_ImportIcon + { + get + { + if (_L_ImportIcon == null) _L_ImportIcon = new ImportIcon(UiPanel, Instance.GetNode("ImportIcon")); + return _L_ImportIcon; + } + } + private ImportIcon _L_ImportIcon; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.Control + /// + public Control L_Control + { + get + { + if (_L_Control == null) _L_Control = new Control(UiPanel, Instance.GetNode("Control")); + return _L_Control; + } + } + private Control _L_Control; + + public ImportRoot(TileSetEditorPanel uiPanel, UI.TileSetEditor.TileSetEditorImportRoot node) : base(uiPanel, node) { } + public override ImportRoot Clone() => new (UiPanel, (UI.TileSetEditor.TileSetEditorImportRoot)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot + /// + public class RightRoot : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.ImportRoot + /// + public ImportRoot L_ImportRoot + { + get + { + if (_L_ImportRoot == null) _L_ImportRoot = new ImportRoot(UiPanel, Instance.GetNode("ImportRoot")); + return _L_ImportRoot; + } + } + private ImportRoot _L_ImportRoot; + + public RightRoot(TileSetEditorPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override RightRoot Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer + /// + public class HBoxContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.LeftRoot + /// + public LeftRoot L_LeftRoot + { + get + { + if (_L_LeftRoot == null) _L_LeftRoot = new LeftRoot(UiPanel, Instance.GetNode("LeftRoot")); + return _L_LeftRoot; + } + } + private LeftRoot _L_LeftRoot; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.RightRoot + /// + public RightRoot L_RightRoot + { + get + { + if (_L_RightRoot == null) _L_RightRoot = new RightRoot(UiPanel, Instance.GetNode("RightRoot")); + return _L_RightRoot; + } + } + private RightRoot _L_RightRoot; + + public HBoxContainer(TileSetEditorPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg.VBoxContainer + /// + public class VBoxContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.Head + /// + public Head L_Head + { + get + { + if (_L_Head == null) _L_Head = new Head(UiPanel, Instance.GetNode("Head")); + return _L_Head; + } + } + private Head _L_Head; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.Bg.HBoxContainer + /// + public HBoxContainer L_HBoxContainer + { + get + { + if (_L_HBoxContainer == null) _L_HBoxContainer = new HBoxContainer(UiPanel, Instance.GetNode("HBoxContainer")); + return _L_HBoxContainer; + } + } + private HBoxContainer _L_HBoxContainer; + + public VBoxContainer(TileSetEditorPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } + public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditor.Bg + /// + public class Bg : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditor.VBoxContainer + /// + public VBoxContainer L_VBoxContainer + { + get + { + if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer(UiPanel, Instance.GetNode("VBoxContainer")); + return _L_VBoxContainer; + } + } + private VBoxContainer _L_VBoxContainer; + + public Bg(TileSetEditorPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override Bg Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Head.Back + /// + public Back S_Back => L_Bg.L_VBoxContainer.L_Head.L_Back; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Head.Save + /// + public Save S_Save => L_Bg.L_VBoxContainer.L_Head.L_Save; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Head.Title + /// + public Title S_Title => L_Bg.L_VBoxContainer.L_Head.L_Title; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.Head + /// + public Head S_Head => L_Bg.L_VBoxContainer.L_Head; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.ImportTab + /// + public ImportTab S_ImportTab => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer.L_VBoxContainer.L_ImportTab; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.TileCellTab + /// + public TileCellTab S_TileCellTab => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer.L_VBoxContainer.L_TileCellTab; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.TerrainTab + /// + public TerrainTab S_TerrainTab => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer.L_VBoxContainer.L_TerrainTab; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.PatternTab + /// + public PatternTab S_PatternTab => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer.L_VBoxContainer.L_PatternTab; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.ObjectTab + /// + public ObjectTab S_ObjectTab => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer.L_VBoxContainer.L_ObjectTab; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer.VBoxContainer.TrapBtn + /// + public TrapBtn S_TrapBtn => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer.L_VBoxContainer.L_TrapBtn; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer.GridContainer + /// + public GridContainer S_GridContainer => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer.L_GridContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot.MarginContainer + /// + public MarginContainer S_MarginContainer => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot.L_MarginContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.LeftRoot + /// + public LeftRoot S_LeftRoot => L_Bg.L_VBoxContainer.L_HBoxContainer.L_LeftRoot; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportButton + /// + public ImportButton S_ImportButton => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot.L_ImportButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportLabel + /// + public ImportLabel S_ImportLabel => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot.L_ImportLabel; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.ImportIcon + /// + public ImportIcon S_ImportIcon => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot.L_ImportIcon; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.Control.ImportPreview + /// + public ImportPreview S_ImportPreview => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot.L_Control.L_ImportPreview; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot.Control + /// + public Control S_Control => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot.L_Control; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot.ImportRoot + /// + public ImportRoot S_ImportRoot => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot.L_ImportRoot; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer.RightRoot + /// + public RightRoot S_RightRoot => L_Bg.L_VBoxContainer.L_HBoxContainer.L_RightRoot; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg.VBoxContainer.HBoxContainer + /// + public HBoxContainer S_HBoxContainer => L_Bg.L_VBoxContainer.L_HBoxContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditor.Bg + /// + public Bg S_Bg => L_Bg; + +} diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditorImportRoot.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditorImportRoot.cs new file mode 100644 index 0000000..0251cbd --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditorImportRoot.cs @@ -0,0 +1,98 @@ +using System.IO; +using Godot; + +namespace UI.TileSetEditor; + +public partial class TileSetEditorImportRoot : TextureRect, IUiNodeScript +{ + private TileSetEditor.ImportRoot _importRoot; + private DragBinder _dragBinder; + + public void SetUiNode(IUiNode uiNode) + { + _importRoot = (TileSetEditor.ImportRoot)uiNode; + GetTree().Root.FilesDropped += OnFilesDropped; + + _importRoot.L_ImportButton.Instance.Pressed += () => + { + Debug.Log("点击了..."); + }; + _dragBinder = DragUiManager.BindDrag(_importRoot.L_ImportButton.Instance, OnDragCallback); + } + + public void OnDestroy() + { + GetTree().Root.FilesDropped -= OnFilesDropped; + _dragBinder.UnBind(); + } + + public override void _Input(InputEvent @event) + { + if (@event is InputEventMouseButton mouseButton) + { + var textureRect = _importRoot.L_Control.L_ImportPreview.Instance; + if (textureRect.Visible) + { + if (mouseButton.ButtonIndex == MouseButton.WheelDown) + { + //缩小 + var scale = textureRect.Scale; + scale = new Vector2(Mathf.Max(0.1f, scale.X / 1.1f), Mathf.Max(0.1f, scale.Y / 1.1f)); + textureRect.Scale = scale; + } + else if (mouseButton.ButtonIndex == MouseButton.WheelUp) + { + //放大 + var scale = textureRect.Scale; + scale = new Vector2(Mathf.Min(20f, scale.X * 1.1f), Mathf.Min(20f, scale.Y * 1.1f)); + textureRect.Scale = scale; + } + } + } + } + + //拖拽区域回调 + private void OnDragCallback(DragState state, Vector2 position) + { + Debug.Log("state: ", state); + var sprite2D = _importRoot.L_Control.L_ImportPreview.Instance; + if (state == DragState.DragMove && sprite2D.Visible) + { + sprite2D.Position += position; + } + } + + //拖拽文件进入区域 + private void OnFilesDropped(string[] files) + { + if (files.Length == 0) + { + return; + } + var flag = GetGlobalRect().HasPoint(GetGlobalMousePosition()); + if (flag) + { + var file = files[0]; + Debug.Log("导入文件: " + file); + if (Path.GetExtension(file) != ".png") + { + EditorWindowManager.ShowTips("警告", "只能导入'.png'格式的文件!"); + return; + } + + var imageTexture = ImageTexture.CreateFromImage(Image.LoadFromFile(file)); + var textureRect = _importRoot.L_Control.L_ImportPreview.Instance; + if (textureRect.Texture != null) + { + textureRect.Texture.Dispose(); + } + + textureRect.Texture = imageTexture; + + //隐藏导入文本和icon + _importRoot.L_ImportLabel.Instance.Visible = false; + _importRoot.L_ImportIcon.Instance.Visible = false; + } + + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditorPanel.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditorPanel.cs new file mode 100644 index 0000000..8d484eb --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditor/TileSetEditorPanel.cs @@ -0,0 +1,23 @@ +using Godot; + +namespace UI.TileSetEditor; + +public partial class TileSetEditorPanel : TileSetEditor +{ + public override void OnCreateUi() + { + S_Back.Instance.Visible = PrevUi != null; + S_Back.Instance.Pressed += OnBackClick; + } + + public void InitData(TileSetInfo tileSetInfo) + { + S_Title.Instance.Text = "正在编辑:" + tileSetInfo.Name; + } + + //返回上一级按钮点击 + private void OnBackClick() + { + OpenPrevUi(); + } +} diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileButtonCell.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileButtonCell.cs new file mode 100644 index 0000000..a7feb45 --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileButtonCell.cs @@ -0,0 +1,18 @@ + +using UI.TileSetEditor; + +namespace UI.TileSetEditorProject; + +public class TileButtonCell : UiCell +{ + public override void OnSetData(TileSetInfo data) + { + CellNode.L_TileName.Instance.Text = data.Name; + } + + public override void OnDoubleClick() + { + var tileSetEditorPanel = CellNode.UiPanel.OpenNextUi(UiManager.UiNames.TileSetEditor); + tileSetEditorPanel.InitData(Data); + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileSetEditorProject.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileSetEditorProject.cs new file mode 100644 index 0000000..75da239 --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileSetEditorProject.cs @@ -0,0 +1,485 @@ +namespace UI.TileSetEditorProject; + +/// +/// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失 +/// +public abstract partial class TileSetEditorProject : UiBase +{ + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg + /// + public Bg L_Bg + { + get + { + if (_L_Bg == null) _L_Bg = new Bg((TileSetEditorProjectPanel)this, GetNode("Bg")); + return _L_Bg; + } + } + private Bg _L_Bg; + + + public TileSetEditorProject() : base(nameof(TileSetEditorProject)) + { + } + + public sealed override void OnInitNestedUi() + { + + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.Head.Back + /// + public class Back : UiNode + { + public Back(TileSetEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override Back Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.Head.Title + /// + public class Title : UiNode + { + public Title(TileSetEditorProjectPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override Title Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.Head + /// + public class Head : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.Back + /// + public Back L_Back + { + get + { + if (_L_Back == null) _L_Back = new Back(UiPanel, Instance.GetNode("Back")); + return _L_Back; + } + } + private Back _L_Back; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.Title + /// + public Title L_Title + { + get + { + if (_L_Title == null) _L_Title = new Title(UiPanel, Instance.GetNode("Title")); + return _L_Title; + } + } + private Title _L_Title; + + public Head(TileSetEditorProjectPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override Head Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.TileSearchInput + /// + public class TileSearchInput : UiNode + { + public TileSearchInput(TileSetEditorProjectPanel uiPanel, Godot.LineEdit node) : base(uiPanel, node) { } + public override TileSearchInput Clone() => new (UiPanel, (Godot.LineEdit)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.TileSearchButton + /// + public class TileSearchButton : UiNode + { + public TileSearchButton(TileSetEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TileSearchButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.TileAddButton + /// + public class TileAddButton : UiNode + { + public TileAddButton(TileSetEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TileAddButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer + /// + public class HBoxContainer_1 : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.TileSearchInput + /// + public TileSearchInput L_TileSearchInput + { + get + { + if (_L_TileSearchInput == null) _L_TileSearchInput = new TileSearchInput(UiPanel, Instance.GetNode("TileSearchInput")); + return _L_TileSearchInput; + } + } + private TileSearchInput _L_TileSearchInput; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.TileSearchButton + /// + public TileSearchButton L_TileSearchButton + { + get + { + if (_L_TileSearchButton == null) _L_TileSearchButton = new TileSearchButton(UiPanel, Instance.GetNode("TileSearchButton")); + return _L_TileSearchButton; + } + } + private TileSearchButton _L_TileSearchButton; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.TileAddButton + /// + public TileAddButton L_TileAddButton + { + get + { + if (_L_TileAddButton == null) _L_TileAddButton = new TileAddButton(UiPanel, Instance.GetNode("TileAddButton")); + return _L_TileAddButton; + } + } + private TileAddButton _L_TileAddButton; + + public HBoxContainer_1(TileSetEditorProjectPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer_1 Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton.PreviewImage + /// + public class PreviewImage : UiNode + { + public PreviewImage(TileSetEditorProjectPanel uiPanel, Godot.TextureRect node) : base(uiPanel, node) { } + public override PreviewImage Clone() => new (UiPanel, (Godot.TextureRect)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton.TileName + /// + public class TileName : UiNode + { + public TileName(TileSetEditorProjectPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override TileName Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton.SelectTexture + /// + public class SelectTexture : UiNode + { + public SelectTexture(TileSetEditorProjectPanel uiPanel, Godot.NinePatchRect node) : base(uiPanel, node) { } + public override SelectTexture Clone() => new (UiPanel, (Godot.NinePatchRect)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton + /// + public class TileButton : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.PreviewImage + /// + public PreviewImage L_PreviewImage + { + get + { + if (_L_PreviewImage == null) _L_PreviewImage = new PreviewImage(UiPanel, Instance.GetNode("PreviewImage")); + return _L_PreviewImage; + } + } + private PreviewImage _L_PreviewImage; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileName + /// + public TileName L_TileName + { + get + { + if (_L_TileName == null) _L_TileName = new TileName(UiPanel, Instance.GetNode("TileName")); + return _L_TileName; + } + } + private TileName _L_TileName; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.SelectTexture + /// + public SelectTexture L_SelectTexture + { + get + { + if (_L_SelectTexture == null) _L_SelectTexture = new SelectTexture(UiPanel, Instance.GetNode("SelectTexture")); + return _L_SelectTexture; + } + } + private SelectTexture _L_SelectTexture; + + public TileButton(TileSetEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override TileButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer + /// + public class ScrollContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.TileButton + /// + public TileButton L_TileButton + { + get + { + if (_L_TileButton == null) _L_TileButton = new TileButton(UiPanel, Instance.GetNode("TileButton")); + return _L_TileButton; + } + } + private TileButton _L_TileButton; + + public ScrollContainer(TileSetEditorProjectPanel uiPanel, Godot.ScrollContainer node) : base(uiPanel, node) { } + public override ScrollContainer Clone() => new (UiPanel, (Godot.ScrollContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer + /// + public class VBoxContainer_1 : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.HBoxContainer + /// + public HBoxContainer_1 L_HBoxContainer + { + get + { + if (_L_HBoxContainer == null) _L_HBoxContainer = new HBoxContainer_1(UiPanel, Instance.GetNode("HBoxContainer")); + return _L_HBoxContainer; + } + } + private HBoxContainer_1 _L_HBoxContainer; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.ScrollContainer + /// + public ScrollContainer L_ScrollContainer + { + get + { + if (_L_ScrollContainer == null) _L_ScrollContainer = new ScrollContainer(UiPanel, Instance.GetNode("ScrollContainer")); + return _L_ScrollContainer; + } + } + private ScrollContainer _L_ScrollContainer; + + public VBoxContainer_1(TileSetEditorProjectPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } + public override VBoxContainer_1 Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer + /// + public class MarginContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.VBoxContainer + /// + public VBoxContainer_1 L_VBoxContainer + { + get + { + if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer_1(UiPanel, Instance.GetNode("VBoxContainer")); + return _L_VBoxContainer; + } + } + private VBoxContainer_1 _L_VBoxContainer; + + public MarginContainer(TileSetEditorProjectPanel uiPanel, Godot.MarginContainer node) : base(uiPanel, node) { } + public override MarginContainer Clone() => new (UiPanel, (Godot.MarginContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel + /// + public class Panel : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.MarginContainer + /// + public MarginContainer L_MarginContainer + { + get + { + if (_L_MarginContainer == null) _L_MarginContainer = new MarginContainer(UiPanel, Instance.GetNode("MarginContainer")); + return _L_MarginContainer; + } + } + private MarginContainer _L_MarginContainer; + + public Panel(TileSetEditorProjectPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override Panel Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer + /// + public class HBoxContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.Panel + /// + public Panel L_Panel + { + get + { + if (_L_Panel == null) _L_Panel = new Panel(UiPanel, Instance.GetNode("Panel")); + return _L_Panel; + } + } + private Panel _L_Panel; + + public HBoxContainer(TileSetEditorProjectPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg.VBoxContainer + /// + public class VBoxContainer : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.Head + /// + public Head L_Head + { + get + { + if (_L_Head == null) _L_Head = new Head(UiPanel, Instance.GetNode("Head")); + return _L_Head; + } + } + private Head _L_Head; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.Bg.HBoxContainer + /// + public HBoxContainer L_HBoxContainer + { + get + { + if (_L_HBoxContainer == null) _L_HBoxContainer = new HBoxContainer(UiPanel, Instance.GetNode("HBoxContainer")); + return _L_HBoxContainer; + } + } + private HBoxContainer _L_HBoxContainer; + + public VBoxContainer(TileSetEditorProjectPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } + public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: TileSetEditorProject.Bg + /// + public class Bg : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: TileSetEditorProject.VBoxContainer + /// + public VBoxContainer L_VBoxContainer + { + get + { + if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer(UiPanel, Instance.GetNode("VBoxContainer")); + return _L_VBoxContainer; + } + } + private VBoxContainer _L_VBoxContainer; + + public Bg(TileSetEditorProjectPanel uiPanel, Godot.Panel node) : base(uiPanel, node) { } + public override Bg Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate()); + } + + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.Head.Back + /// + public Back S_Back => L_Bg.L_VBoxContainer.L_Head.L_Back; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.Head.Title + /// + public Title S_Title => L_Bg.L_VBoxContainer.L_Head.L_Title; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.Head + /// + public Head S_Head => L_Bg.L_VBoxContainer.L_Head; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.TileSearchInput + /// + public TileSearchInput S_TileSearchInput => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer.L_TileSearchInput; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.TileSearchButton + /// + public TileSearchButton S_TileSearchButton => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer.L_TileSearchButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.TileAddButton + /// + public TileAddButton S_TileAddButton => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer.L_TileAddButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton.PreviewImage + /// + public PreviewImage S_PreviewImage => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_ScrollContainer.L_TileButton.L_PreviewImage; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton.TileName + /// + public TileName S_TileName => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_ScrollContainer.L_TileButton.L_TileName; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton.SelectTexture + /// + public SelectTexture S_SelectTexture => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_ScrollContainer.L_TileButton.L_SelectTexture; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.TileButton + /// + public TileButton S_TileButton => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_ScrollContainer.L_TileButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer + /// + public ScrollContainer S_ScrollContainer => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_ScrollContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel.MarginContainer + /// + public MarginContainer S_MarginContainer => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel.L_MarginContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg.VBoxContainer.HBoxContainer.Panel + /// + public Panel S_Panel => L_Bg.L_VBoxContainer.L_HBoxContainer.L_Panel; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: TileSetEditorProject.Bg + /// + public Bg S_Bg => L_Bg; + +} diff --git a/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileSetEditorProjectPanel.cs b/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileSetEditorProjectPanel.cs new file mode 100644 index 0000000..ccf7444 --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/tileSetEditorProject/TileSetEditorProjectPanel.cs @@ -0,0 +1,33 @@ +using Godot; + +namespace UI.TileSetEditorProject; + +public partial class TileSetEditorProjectPanel : TileSetEditorProject +{ + + private UiGrid _grid; + + public override void OnCreateUi() + { + S_Back.Instance.Visible = PrevUi != null; + S_Back.Instance.Pressed += () => + { + OpenPrevUi(); + }; + + _grid = new UiGrid(S_TileButton, typeof(TileButtonCell)); + _grid.SetAutoColumns(true); + _grid.SetCellOffset(new Vector2I(10, 10)); + _grid.SetHorizontalExpand(true); + _grid.Add(new TileSetInfo() + { + Name = "测试数据" + }); + } + + public override void OnDestroyUi() + { + _grid.Destroy(); + } + +}