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
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+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();
+ }
+
+}