diff --git a/DungeonShooting_Godot/prefab/ui/EditorDungeonGroup.tscn b/DungeonShooting_Godot/prefab/ui/EditorDungeonGroup.tscn new file mode 100644 index 0000000..65d6f74 --- /dev/null +++ b/DungeonShooting_Godot/prefab/ui/EditorDungeonGroup.tscn @@ -0,0 +1,79 @@ +[gd_scene load_steps=2 format=3 uid="uid://1ptjcb64rdbf"] + +[ext_resource type="Script" path="res://src/game/ui/editorDungeonGroup/EditorDungeonGroupPanel.cs" id="1_apg3p"] + +[node name="EditorDungeonGroup" type="Control"] +layout_mode = 3 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +script = ExtResource("1_apg3p") + +[node name="MarginContainer" type="MarginContainer" parent="."] +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 = 20 +theme_override_constants/margin_top = 50 +theme_override_constants/margin_right = 20 +theme_override_constants/margin_bottom = 20 + +[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"] +layout_mode = 2 +theme_override_constants/separation = 20 + +[node name="HBoxContainer" type="HBoxContainer" parent="MarginContainer/VBoxContainer"] +layout_mode = 2 + +[node name="NameLabel" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 20.0 +text = "名称:" +horizontal_alignment = 2 +vertical_alignment = 1 + +[node name="NameInput" type="LineEdit" parent="MarginContainer/VBoxContainer/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 80.0 +placeholder_text = "请输入名称" + +[node name="HBoxContainer2" type="HBoxContainer" parent="MarginContainer/VBoxContainer"] +layout_mode = 2 + +[node name="NameLabel" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer2"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 20.0 +text = "图块集:" +horizontal_alignment = 2 +vertical_alignment = 1 + +[node name="TileSetOption" type="OptionButton" parent="MarginContainer/VBoxContainer/HBoxContainer2"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 80.0 + +[node name="HBoxContainer5" type="HBoxContainer" parent="MarginContainer/VBoxContainer"] +layout_mode = 2 + +[node name="RemarkNameLabel" type="Label" parent="MarginContainer/VBoxContainer/HBoxContainer5"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 0 +size_flags_stretch_ratio = 20.0 +text = "备注:" +horizontal_alignment = 2 +vertical_alignment = 1 + +[node name="RemarkInput" type="TextEdit" parent="MarginContainer/VBoxContainer/HBoxContainer5"] +custom_minimum_size = Vector2(0, 150) +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_stretch_ratio = 80.0 +placeholder_text = "选填" +wrap_mode = 1 diff --git a/DungeonShooting_Godot/prefab/ui/EditorTileImage.tscn b/DungeonShooting_Godot/prefab/ui/EditorTileImage.tscn index 9435d0a..5a15d4c 100644 --- a/DungeonShooting_Godot/prefab/ui/EditorTileImage.tscn +++ b/DungeonShooting_Godot/prefab/ui/EditorTileImage.tscn @@ -95,12 +95,12 @@ anchor_right = 1.0 anchor_bottom = 1.0 offset_left = 4.0 -offset_top = 4.0 +offset_top = 9.0 offset_right = -4.0 offset_bottom = -5.0 grow_horizontal = 2 grow_vertical = 2 -theme_override_constants/separation = 14 +theme_override_constants/separation = 16 [node name="HBoxContainer" type="HBoxContainer" parent="HBoxContainer/Right/VBoxContainer"] layout_mode = 2 diff --git a/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn b/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn index a49c492..26f1371 100644 --- a/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn +++ b/DungeonShooting_Godot/prefab/ui/MapEditorProject.tscn @@ -61,10 +61,23 @@ layout_mode = 2 icon = ExtResource("3_f5h8c") -[node name="GroupAddButton" type="Button" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer"] +[node name="HBoxContainer2" type="HBoxContainer" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer"] +custom_minimum_size = Vector2(0, 45) layout_mode = 2 + +[node name="GroupAddButton" type="Button" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer2"] +layout_mode = 2 +size_flags_horizontal = 10 icon = ExtResource("4_okvq0") +[node name="GroupEditButton" type="Button" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer2"] +layout_mode = 2 +icon = ExtResource("6_qalh0") + +[node name="GroupDeleteButton" type="Button" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer/HBoxContainer2"] +layout_mode = 2 +icon = ExtResource("7_lnry3") + [node name="ScrollContainer" type="ScrollContainer" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer"] layout_mode = 2 size_flags_vertical = 3 diff --git a/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json b/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json index baf2891..b36d17a 100644 --- a/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json +++ b/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json @@ -1,6 +1,7 @@ { "Test1": { "GroupName": "Test1", + "TileSet": "TileSet1", "BattleList": [ { "ErrorType": 0, @@ -28,5 +29,17 @@ "ShopList": [], "EventList": [], "Remark": "" + }, + "Test2": { + "GroupName": "Test2", + "TileSet": "TileSet2", + "BattleList": [], + "InletList": [], + "OutletList": [], + "BossList": [], + "RewardList": [], + "ShopList": [], + "EventList": [], + "Remark": "" } } \ No newline at end of file diff --git a/DungeonShooting_Godot/resource/map/tileSet/TileSetConfig.json b/DungeonShooting_Godot/resource/map/tileSet/TileSetConfig.json index d7d71d6..82cab39 100644 --- a/DungeonShooting_Godot/resource/map/tileSet/TileSetConfig.json +++ b/DungeonShooting_Godot/resource/map/tileSet/TileSetConfig.json @@ -1,12 +1,10 @@ { "TileSet1": { - "ErrorType": 0, - "Path": "resource/map/tileSet/TileSet1", - "Remark": "" + "Path": "resource/map/tileSet/TileSet1", + "Remark": "" }, "TileSet2": { - "ErrorType": 0, - "Path": "resource/map/tileSet/TileSet2", - "Remark": "" + "Path": "resource/map/tileSet/TileSet2", + "Remark": "" } -} \ No newline at end of file +} diff --git a/DungeonShooting_Godot/resource/tileSet/TileSet_old.tres b/DungeonShooting_Godot/resource/tileSet/TileSet_old.tres deleted file mode 100644 index b75e6d9..0000000 --- a/DungeonShooting_Godot/resource/tileSet/TileSet_old.tres +++ /dev/null @@ -1,559 +0,0 @@ -[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 deleted file mode 100644 index 83c76d7..0000000 --- a/DungeonShooting_Godot/resource/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/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_aqcu3"] - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"] -texture = ExtResource("1_aqcu3") -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0 = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0 = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -5:0/0 = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0 = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0 = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0 = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0 = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -10:0/0 = 0 -10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:0/0/physics_layer_0/angular_velocity = 0.0 -11:0/next_alternative_id = 2 -11:0/0 = 0 -11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:0/0/physics_layer_0/angular_velocity = 0.0 -12:0/0 = 0 -12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:0/0/physics_layer_0/angular_velocity = 0.0 -13:0/next_alternative_id = 2 -13:0/0 = 0 -13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:0/0/physics_layer_0/angular_velocity = 0.0 -14:0/0 = 0 -14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:0/0/physics_layer_0/angular_velocity = 0.0 -15:0/0 = 0 -15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:0/0/physics_layer_0/angular_velocity = 0.0 -0:1/0 = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/0 = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0 = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0 = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0 = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0 = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0 = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0 = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0 = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -9:1/0 = 0 -9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_0/angular_velocity = 0.0 -10:1/0 = 0 -10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:1/0/physics_layer_0/angular_velocity = 0.0 -11:1/0 = 0 -11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:1/0/physics_layer_0/angular_velocity = 0.0 -12:1/0 = 0 -12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:1/0/physics_layer_0/angular_velocity = 0.0 -13:1/0 = 0 -13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:1/0/physics_layer_0/angular_velocity = 0.0 -14:1/0 = 0 -14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:1/0/physics_layer_0/angular_velocity = 0.0 -15:1/0 = 0 -15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:1/0/physics_layer_0/angular_velocity = 0.0 -0:2/0 = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0 = 0 -1:2/0/terrain_set = 0 -1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -1:2/0/terrains_peering_bit/bottom_left_corner = 0 -1:2/0/terrains_peering_bit/top_left_corner = 0 -1:2/0/terrains_peering_bit/top_right_corner = 0 -2:2/0 = 0 -2:2/0/terrain_set = 0 -2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/0/physics_layer_0/angular_velocity = 0.0 -2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -2:2/0/terrains_peering_bit/top_left_corner = 0 -2:2/0/terrains_peering_bit/top_right_corner = 0 -3:2/0 = 0 -3:2/0/terrain_set = 0 -3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/0/physics_layer_0/angular_velocity = 0.0 -3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -3:2/0/terrains_peering_bit/bottom_right_corner = 0 -3:2/0/terrains_peering_bit/top_left_corner = 0 -3:2/0/terrains_peering_bit/top_right_corner = 0 -4:2/0 = 0 -4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0 = 0 -5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0 = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0 = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0 = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -9:2/0 = 0 -9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_0/angular_velocity = 0.0 -10:2/0 = 0 -10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0 = 0 -11:2/0/terrain_set = 0 -11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -11:2/0/terrains_peering_bit/top_right_corner = 0 -12:2/0 = 0 -12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0 = 0 -13:2/0/terrain_set = 0 -13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -13:2/0/terrains_peering_bit/top_left_corner = 0 -14:2/0 = 0 -14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:2/0/physics_layer_0/angular_velocity = 0.0 -15:2/0 = 0 -15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:2/0/physics_layer_0/angular_velocity = 0.0 -0:3/0 = 0 -0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0 = 0 -1:3/0/terrain_set = 0 -1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:3/0/terrains_peering_bit/bottom_left_corner = 0 -1:3/0/terrains_peering_bit/top_left_corner = 0 -2:3/0 = 0 -2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:3/0/physics_layer_0/angular_velocity = 0.0 -2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:3/0 = 0 -3:3/0/terrain_set = 0 -3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:3/0/physics_layer_0/angular_velocity = 0.0 -3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:3/0/terrains_peering_bit/bottom_right_corner = 0 -3:3/0/terrains_peering_bit/top_right_corner = 0 -4:3/0 = 0 -4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:3/0/physics_layer_0/angular_velocity = 0.0 -5:3/0 = 0 -5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:3/0/physics_layer_0/angular_velocity = 0.0 -6:3/0 = 0 -6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:3/0/physics_layer_0/angular_velocity = 0.0 -7:3/0 = 0 -7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:3/0/physics_layer_0/angular_velocity = 0.0 -8:3/0 = 0 -8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:3/0/physics_layer_0/angular_velocity = 0.0 -9:3/0 = 0 -9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:3/0/physics_layer_0/angular_velocity = 0.0 -10:3/0 = 0 -10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:3/0/physics_layer_0/angular_velocity = 0.0 -11:3/0 = 0 -11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:3/0/physics_layer_0/angular_velocity = 0.0 -12:3/0 = 0 -12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:3/0/physics_layer_0/angular_velocity = 0.0 -13:3/0 = 0 -13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:3/0/physics_layer_0/angular_velocity = 0.0 -14:3/0 = 0 -14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:3/0/physics_layer_0/angular_velocity = 0.0 -15:3/0 = 0 -15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:3/0/physics_layer_0/angular_velocity = 0.0 -0:4/0 = 0 -0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0 = 0 -1:4/0/terrain_set = 0 -1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:4/0/terrains_peering_bit/bottom_left_corner = 0 -2:4/0 = 0 -2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:4/0/physics_layer_0/angular_velocity = 0.0 -2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:4/0 = 0 -3:4/0/terrain_set = 0 -3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:4/0/physics_layer_0/angular_velocity = 0.0 -3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:4/0/terrains_peering_bit/bottom_right_corner = 0 -4:4/0 = 0 -4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:4/0/physics_layer_0/angular_velocity = 0.0 -5:4/0 = 0 -5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:4/0/physics_layer_0/angular_velocity = 0.0 -6:4/0 = 0 -6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:4/0/physics_layer_0/angular_velocity = 0.0 -7:4/0 = 0 -7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:4/0/physics_layer_0/angular_velocity = 0.0 -8:4/0 = 0 -8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:4/0/physics_layer_0/angular_velocity = 0.0 -9:4/0 = 0 -9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:4/0/physics_layer_0/angular_velocity = 0.0 -10:4/0 = 0 -10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:4/0/physics_layer_0/angular_velocity = 0.0 -11:4/0 = 0 -11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:4/0/physics_layer_0/angular_velocity = 0.0 -12:4/0 = 0 -12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:4/0/physics_layer_0/angular_velocity = 0.0 -13:4/0 = 0 -13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:4/0/physics_layer_0/angular_velocity = 0.0 -14:4/0 = 0 -14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:4/0/physics_layer_0/angular_velocity = 0.0 -15:4/0 = 0 -15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:4/0/physics_layer_0/angular_velocity = 0.0 -0:5/0 = 0 -0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0 = 0 -1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:5/0 = 0 -2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:5/0/physics_layer_0/angular_velocity = 0.0 -2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:5/0 = 0 -3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:5/0/physics_layer_0/angular_velocity = 0.0 -3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:5/0 = 0 -4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:5/0/physics_layer_0/angular_velocity = 0.0 -5:5/0 = 0 -5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:5/0/physics_layer_0/angular_velocity = 0.0 -6:5/0 = 0 -6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:5/0/physics_layer_0/angular_velocity = 0.0 -7:5/0 = 0 -7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:5/0/physics_layer_0/angular_velocity = 0.0 -8:5/0 = 0 -8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:5/0/physics_layer_0/angular_velocity = 0.0 -9:5/0 = 0 -9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:5/0/physics_layer_0/angular_velocity = 0.0 -10:5/0 = 0 -10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:5/0/physics_layer_0/angular_velocity = 0.0 -11:5/0 = 0 -11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:5/0/physics_layer_0/angular_velocity = 0.0 -12:5/0 = 0 -12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:5/0/physics_layer_0/angular_velocity = 0.0 -13:5/0 = 0 -13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:5/0/physics_layer_0/angular_velocity = 0.0 -14:5/0 = 0 -14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:5/0/physics_layer_0/angular_velocity = 0.0 -15:5/0 = 0 -15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:5/0/physics_layer_0/angular_velocity = 0.0 -0:6/0 = 0 -0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/next_alternative_id = 3 -1:6/0 = 0 -1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:6/next_alternative_id = 3 -2:6/0 = 0 -2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:6/0/physics_layer_0/angular_velocity = 0.0 -2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:6/next_alternative_id = 3 -3:6/0 = 0 -3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:6/0/physics_layer_0/angular_velocity = 0.0 -3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:6/0 = 0 -4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:6/0/physics_layer_0/angular_velocity = 0.0 -5:6/0 = 0 -5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:6/0/physics_layer_0/angular_velocity = 0.0 -6:6/0 = 0 -6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:6/0/physics_layer_0/angular_velocity = 0.0 -7:6/0 = 0 -7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:6/0/physics_layer_0/angular_velocity = 0.0 -8:6/0 = 0 -8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:6/0/physics_layer_0/angular_velocity = 0.0 -9:6/0 = 0 -9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:6/0/physics_layer_0/angular_velocity = 0.0 -10:6/0 = 0 -10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:6/0/physics_layer_0/angular_velocity = 0.0 -11:6/0 = 0 -11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:6/0/physics_layer_0/angular_velocity = 0.0 -12:6/0 = 0 -12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:6/0/physics_layer_0/angular_velocity = 0.0 -13:6/0 = 0 -13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:6/0/physics_layer_0/angular_velocity = 0.0 -14:6/0 = 0 -14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:6/0/physics_layer_0/angular_velocity = 0.0 -15:6/0 = 0 -15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:6/0/physics_layer_0/angular_velocity = 0.0 -0:7/0 = 0 -0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0 = 0 -1:7/0/terrain_set = 0 -1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:7/0/terrains_peering_bit/bottom_right_corner = 0 -1:7/0/terrains_peering_bit/bottom_left_corner = 0 -1:7/0/terrains_peering_bit/top_left_corner = 0 -2:7/0 = 0 -2:7/0/terrain_set = 0 -2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:7/0/physics_layer_0/angular_velocity = 0.0 -2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:7/0/terrains_peering_bit/bottom_right_corner = 0 -2:7/0/terrains_peering_bit/bottom_left_corner = 0 -3:7/0 = 0 -3:7/0/terrain_set = 0 -3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:7/0/physics_layer_0/angular_velocity = 0.0 -3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:7/0/terrains_peering_bit/bottom_right_corner = 0 -3:7/0/terrains_peering_bit/bottom_left_corner = 0 -3:7/0/terrains_peering_bit/top_right_corner = 0 -4:7/0 = 0 -4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:7/0/physics_layer_0/angular_velocity = 0.0 -5:7/0 = 0 -5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:7/0/physics_layer_0/angular_velocity = 0.0 -6:7/0 = 0 -6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:7/0/physics_layer_0/angular_velocity = 0.0 -7:7/0 = 0 -7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:7/0/physics_layer_0/angular_velocity = 0.0 -8:7/0 = 0 -8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:7/0/physics_layer_0/angular_velocity = 0.0 -9:7/0 = 0 -9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:7/0/physics_layer_0/angular_velocity = 0.0 -10:7/0 = 0 -10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:7/0/physics_layer_0/angular_velocity = 0.0 -11:7/0 = 0 -11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:7/0/physics_layer_0/angular_velocity = 0.0 -12:7/0 = 0 -12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:7/0/physics_layer_0/angular_velocity = 0.0 -13:7/0 = 0 -13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:7/0/physics_layer_0/angular_velocity = 0.0 -14:7/0 = 0 -14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:7/0/physics_layer_0/angular_velocity = 0.0 -15:7/0 = 0 -15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:7/0/physics_layer_0/angular_velocity = 0.0 -0:8/0 = 0 -0:8/0/terrain_set = 0 -0:8/0/terrain = 0 -0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:8/0/physics_layer_0/angular_velocity = 0.0 -0:8/0/terrains_peering_bit/bottom_right_corner = 0 -0:8/0/terrains_peering_bit/bottom_left_corner = 0 -0:8/0/terrains_peering_bit/top_left_corner = 0 -0:8/0/terrains_peering_bit/top_right_corner = 0 -1:8/0 = 0 -1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:8/0/physics_layer_0/angular_velocity = 0.0 -2:8/0 = 0 -2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:8/0/physics_layer_0/angular_velocity = 0.0 -3:8/0 = 0 -3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:8/0/physics_layer_0/angular_velocity = 0.0 -4:8/0 = 0 -4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:8/0/physics_layer_0/angular_velocity = 0.0 -5:8/0 = 0 -5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:8/0/physics_layer_0/angular_velocity = 0.0 -6:8/0 = 0 -6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:8/0/physics_layer_0/angular_velocity = 0.0 -7:8/0 = 0 -7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:8/0/physics_layer_0/angular_velocity = 0.0 -8:8/0 = 0 -8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:8/0/physics_layer_0/angular_velocity = 0.0 -9:8/0 = 0 -9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:8/0/physics_layer_0/angular_velocity = 0.0 -10:8/0 = 0 -10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:8/0/physics_layer_0/angular_velocity = 0.0 -11:8/0 = 0 -11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:8/0/physics_layer_0/angular_velocity = 0.0 -12:8/0 = 0 -12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:8/0/physics_layer_0/angular_velocity = 0.0 -13:8/0 = 0 -13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:8/0/physics_layer_0/angular_velocity = 0.0 -14:8/0 = 0 -14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:8/0/physics_layer_0/angular_velocity = 0.0 -15:8/0 = 0 -15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:8/0/physics_layer_0/angular_velocity = 0.0 -0:9/0 = 0 -0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:9/0/physics_layer_0/angular_velocity = 0.0 -1:9/0 = 0 -1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:9/0/physics_layer_0/angular_velocity = 0.0 -2:9/0 = 0 -2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:9/0/physics_layer_0/angular_velocity = 0.0 -3:9/0 = 0 -3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:9/0/physics_layer_0/angular_velocity = 0.0 -4:9/0 = 0 -4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:9/0/physics_layer_0/angular_velocity = 0.0 -5:9/0 = 0 -5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:9/0/physics_layer_0/angular_velocity = 0.0 -6:9/0 = 0 -6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:9/0/physics_layer_0/angular_velocity = 0.0 -7:9/0 = 0 -7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:9/0/physics_layer_0/angular_velocity = 0.0 -10:9/0 = 0 -10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:9/0/physics_layer_0/angular_velocity = 0.0 -11:9/0 = 0 -11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:9/0/physics_layer_0/angular_velocity = 0.0 -12:9/0 = 0 -12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:9/0/physics_layer_0/angular_velocity = 0.0 -13:9/0 = 0 -13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:9/0/physics_layer_0/angular_velocity = 0.0 -14:9/0 = 0 -14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:9/0/physics_layer_0/angular_velocity = 0.0 -15:9/0 = 0 -15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:9/0/physics_layer_0/angular_velocity = 0.0 -0:10/0 = 0 -0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:10/0/physics_layer_0/angular_velocity = 0.0 -1:10/0 = 0 -1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:10/0/physics_layer_0/angular_velocity = 0.0 -2:10/0 = 0 -2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:10/0/physics_layer_0/angular_velocity = 0.0 -3:10/0 = 0 -3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:10/0/physics_layer_0/angular_velocity = 0.0 -5:10/0 = 0 -5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:10/0/physics_layer_0/angular_velocity = 0.0 -6:10/0 = 0 -6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:10/0/physics_layer_0/angular_velocity = 0.0 -7:10/0 = 0 -7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:10/0/physics_layer_0/angular_velocity = 0.0 -13:10/0 = 0 -13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:10/0/physics_layer_0/angular_velocity = 0.0 -14:10/0 = 0 -14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:10/0/physics_layer_0/angular_velocity = 0.0 -15:10/0 = 0 -15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:10/0/physics_layer_0/angular_velocity = 0.0 -0:11/0 = 0 -0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:11/0/physics_layer_0/angular_velocity = 0.0 -1:11/0 = 0 -1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:11/0/physics_layer_0/angular_velocity = 0.0 -2:11/0 = 0 -2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:11/0/physics_layer_0/angular_velocity = 0.0 -3:11/0 = 0 -3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:11/0/physics_layer_0/angular_velocity = 0.0 -4:11/0 = 0 -4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:11/0/physics_layer_0/angular_velocity = 0.0 -13:11/0 = 0 -13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:11/0/physics_layer_0/angular_velocity = 0.0 -14:11/0 = 0 -14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:11/0/physics_layer_0/angular_velocity = 0.0 -15:11/0 = 0 -15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:11/0/physics_layer_0/angular_velocity = 0.0 - -[resource] -physics_layer_0/collision_layer = 1 -physics_layer_0/collision_mask = 0 -terrain_set_0/mode = 1 -terrain_set_0/terrain_0/name = "Terrain 0" -terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1) -sources/0 = SubResource("TileSetAtlasSource_yvgyd") diff --git a/DungeonShooting_Godot/resource/tileSet/map1/website.txt b/DungeonShooting_Godot/resource/tileSet/map1/website.txt deleted file mode 100644 index bb6d4d7..0000000 --- a/DungeonShooting_Godot/resource/tileSet/map1/website.txt +++ /dev/null @@ -1 +0,0 @@ -https://aekae13.itch.io/16x16-dungeon-walls-reconfig diff --git a/DungeonShooting_Godot/resource/tileSet/map2/TileSet2.tres b/DungeonShooting_Godot/resource/tileSet/map2/TileSet2.tres deleted file mode 100644 index 9248639..0000000 --- a/DungeonShooting_Godot/resource/tileSet/map2/TileSet2.tres +++ /dev/null @@ -1,519 +0,0 @@ -[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://cu80e6kxc3c3x"] - -[ext_resource type="Texture2D" uid="uid://bcoae24vin57c" path="res://resource/tileSprite/map2/Dungeon Tileset.png" id="1_7x2ev"] - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_1xc4b"] -texture = ExtResource("1_7x2ev") -0:0/0 = 0 -0:0/0/terrain_set = 0 -0:0/0/terrain = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -0:0/0/terrains_peering_bit/bottom_side = 0 -1:0/0 = 0 -1:0/0/terrain_set = 0 -1:0/0/terrain = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -1:0/0/terrains_peering_bit/right_side = 0 -1:0/0/terrains_peering_bit/bottom_side = 0 -2:0/0 = 0 -2:0/0/terrain_set = 0 -2:0/0/terrain = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -2:0/0/terrains_peering_bit/right_side = 0 -2:0/0/terrains_peering_bit/bottom_side = 0 -2:0/0/terrains_peering_bit/left_side = 0 -3:0/0 = 0 -3:0/0/terrain_set = 0 -3:0/0/terrain = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -3:0/0/terrains_peering_bit/bottom_side = 0 -3:0/0/terrains_peering_bit/left_side = 0 -4:0/0 = 0 -4:0/0/terrain_set = 0 -4:0/0/terrain = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:0/0/terrains_peering_bit/right_side = 0 -4:0/0/terrains_peering_bit/bottom_side = 0 -4:0/0/terrains_peering_bit/left_side = 0 -4:0/0/terrains_peering_bit/top_left_corner = 0 -4:0/0/terrains_peering_bit/top_side = 0 -5:0/0 = 0 -5:0/0/terrain_set = 0 -5:0/0/terrain = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -5:0/0/terrains_peering_bit/right_side = 0 -5:0/0/terrains_peering_bit/bottom_right_corner = 0 -5:0/0/terrains_peering_bit/bottom_side = 0 -5:0/0/terrains_peering_bit/left_side = 0 -6:0/0 = 0 -6:0/0/terrain_set = 0 -6:0/0/terrain = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -6:0/0/terrains_peering_bit/right_side = 0 -6:0/0/terrains_peering_bit/bottom_side = 0 -6:0/0/terrains_peering_bit/bottom_left_corner = 0 -6:0/0/terrains_peering_bit/left_side = 0 -7:0/0 = 0 -7:0/0/terrain_set = 0 -7:0/0/terrain = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:0/0/terrains_peering_bit/right_side = 0 -7:0/0/terrains_peering_bit/bottom_side = 0 -7:0/0/terrains_peering_bit/left_side = 0 -7:0/0/terrains_peering_bit/top_side = 0 -7:0/0/terrains_peering_bit/top_right_corner = 0 -8:0/0 = 0 -8:0/0/terrain_set = 0 -8:0/0/terrain = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -8:0/0/terrains_peering_bit/right_side = 0 -8:0/0/terrains_peering_bit/bottom_right_corner = 0 -8:0/0/terrains_peering_bit/bottom_side = 0 -9:0/0 = 0 -9:0/0/terrain_set = 0 -9:0/0/terrain = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -9:0/0/terrains_peering_bit/right_side = 0 -9:0/0/terrains_peering_bit/bottom_right_corner = 0 -9:0/0/terrains_peering_bit/bottom_side = 0 -9:0/0/terrains_peering_bit/bottom_left_corner = 0 -9:0/0/terrains_peering_bit/left_side = 0 -9:0/0/terrains_peering_bit/top_side = 0 -10:0/0 = 0 -10:0/0/terrain_set = 0 -10:0/0/terrain = 0 -10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:0/0/physics_layer_0/angular_velocity = 0.0 -10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -10:0/0/terrains_peering_bit/right_side = 0 -10:0/0/terrains_peering_bit/bottom_right_corner = 0 -10:0/0/terrains_peering_bit/bottom_side = 0 -10:0/0/terrains_peering_bit/bottom_left_corner = 0 -10:0/0/terrains_peering_bit/left_side = 0 -11:0/0 = 0 -11:0/0/terrain_set = 0 -11:0/0/terrain = 0 -11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:0/0/physics_layer_0/angular_velocity = 0.0 -11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -11:0/0/terrains_peering_bit/bottom_side = 0 -11:0/0/terrains_peering_bit/bottom_left_corner = 0 -11:0/0/terrains_peering_bit/left_side = 0 -0:1/0 = 0 -0:1/0/terrain_set = 0 -0:1/0/terrain = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:1/0/terrains_peering_bit/bottom_side = 0 -0:1/0/terrains_peering_bit/top_side = 0 -1:1/0 = 0 -1:1/0/terrain_set = 0 -1:1/0/terrain = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:1/0/terrains_peering_bit/right_side = 0 -1:1/0/terrains_peering_bit/bottom_side = 0 -1:1/0/terrains_peering_bit/top_side = 0 -2:1/0 = 0 -2:1/0/terrain_set = 0 -2:1/0/terrain = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:1/0/terrains_peering_bit/right_side = 0 -2:1/0/terrains_peering_bit/bottom_side = 0 -2:1/0/terrains_peering_bit/left_side = 0 -2:1/0/terrains_peering_bit/top_side = 0 -3:1/0 = 0 -3:1/0/terrain_set = 0 -3:1/0/terrain = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:1/0/terrains_peering_bit/bottom_side = 0 -3:1/0/terrains_peering_bit/left_side = 0 -3:1/0/terrains_peering_bit/top_side = 0 -4:1/0 = 0 -4:1/0/terrain_set = 0 -4:1/0/terrain = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:1/0/terrains_peering_bit/right_side = 0 -4:1/0/terrains_peering_bit/bottom_right_corner = 0 -4:1/0/terrains_peering_bit/bottom_side = 0 -4:1/0/terrains_peering_bit/top_side = 0 -5:1/0 = 0 -5:1/0/terrain_set = 0 -5:1/0/terrain = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:1/0/terrains_peering_bit/right_side = 0 -5:1/0/terrains_peering_bit/bottom_right_corner = 0 -5:1/0/terrains_peering_bit/bottom_side = 0 -5:1/0/terrains_peering_bit/bottom_left_corner = 0 -5:1/0/terrains_peering_bit/left_side = 0 -5:1/0/terrains_peering_bit/top_side = 0 -5:1/0/terrains_peering_bit/top_right_corner = 0 -6:1/0 = 0 -6:1/0/terrain_set = 0 -6:1/0/terrain = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:1/0/terrains_peering_bit/right_side = 0 -6:1/0/terrains_peering_bit/bottom_right_corner = 0 -6:1/0/terrains_peering_bit/bottom_side = 0 -6:1/0/terrains_peering_bit/bottom_left_corner = 0 -6:1/0/terrains_peering_bit/left_side = 0 -6:1/0/terrains_peering_bit/top_left_corner = 0 -6:1/0/terrains_peering_bit/top_side = 0 -7:1/0 = 0 -7:1/0/terrain_set = 0 -7:1/0/terrain = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:1/0/terrains_peering_bit/bottom_side = 0 -7:1/0/terrains_peering_bit/bottom_left_corner = 0 -7:1/0/terrains_peering_bit/left_side = 0 -7:1/0/terrains_peering_bit/top_side = 0 -8:1/0 = 0 -8:1/0/terrain_set = 0 -8:1/0/terrain = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:1/0/terrains_peering_bit/right_side = 0 -8:1/0/terrains_peering_bit/bottom_right_corner = 0 -8:1/0/terrains_peering_bit/bottom_side = 0 -8:1/0/terrains_peering_bit/top_side = 0 -8:1/0/terrains_peering_bit/top_right_corner = 0 -9:1/0 = 0 -9:1/0/terrain_set = 0 -9:1/0/terrain = 0 -9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_0/angular_velocity = 0.0 -9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -9:1/0/terrains_peering_bit/right_side = 0 -9:1/0/terrains_peering_bit/bottom_right_corner = 0 -9:1/0/terrains_peering_bit/bottom_side = 0 -9:1/0/terrains_peering_bit/left_side = 0 -9:1/0/terrains_peering_bit/top_left_corner = 0 -9:1/0/terrains_peering_bit/top_side = 0 -11:1/0 = 0 -11:1/0/terrain_set = 0 -11:1/0/terrain = 0 -11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:1/0/physics_layer_0/angular_velocity = 0.0 -11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -11:1/0/terrains_peering_bit/right_side = 0 -11:1/0/terrains_peering_bit/bottom_side = 0 -11:1/0/terrains_peering_bit/bottom_left_corner = 0 -11:1/0/terrains_peering_bit/left_side = 0 -11:1/0/terrains_peering_bit/top_left_corner = 0 -11:1/0/terrains_peering_bit/top_side = 0 -0:2/0 = 0 -0:2/0/y_sort_origin = 23 -0:2/0/terrain_set = 0 -0:2/0/terrain = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:2/0/terrains_peering_bit/top_side = 0 -1:2/0 = 0 -1:2/0/y_sort_origin = 23 -1:2/0/terrain_set = 0 -1:2/0/terrain = 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, -8, 8, -8, 8, 8, -8, 8) -1:2/0/terrains_peering_bit/right_side = 0 -1:2/0/terrains_peering_bit/top_side = 0 -2:2/0 = 0 -2:2/0/y_sort_origin = 23 -2:2/0/terrain_set = 0 -2:2/0/terrain = 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, -8, 8, -8, 8, 8, -8, 8) -2:2/0/terrains_peering_bit/right_side = 0 -2:2/0/terrains_peering_bit/left_side = 0 -2:2/0/terrains_peering_bit/top_side = 0 -3:2/0 = 0 -3:2/0/y_sort_origin = 23 -3:2/0/terrain_set = 0 -3:2/0/terrain = 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, -8, 8, -8, 8, 8, -8, 8) -3:2/0/terrains_peering_bit/left_side = 0 -3:2/0/terrains_peering_bit/top_side = 0 -4:2/0 = 0 -4:2/0/terrain_set = 0 -4:2/0/terrain = 0 -4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/0/physics_layer_0/angular_velocity = 0.0 -4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:2/0/terrains_peering_bit/right_side = 0 -4:2/0/terrains_peering_bit/bottom_side = 0 -4:2/0/terrains_peering_bit/top_side = 0 -4:2/0/terrains_peering_bit/top_right_corner = 0 -5:2/0 = 0 -5:2/0/terrain_set = 0 -5:2/0/terrain = 0 -5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:2/0/terrains_peering_bit/right_side = 0 -5:2/0/terrains_peering_bit/bottom_right_corner = 0 -5:2/0/terrains_peering_bit/bottom_side = 0 -5:2/0/terrains_peering_bit/left_side = 0 -5:2/0/terrains_peering_bit/top_left_corner = 0 -5:2/0/terrains_peering_bit/top_side = 0 -5:2/0/terrains_peering_bit/top_right_corner = 0 -6:2/0 = 0 -6:2/0/terrain_set = 0 -6:2/0/terrain = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:2/0/terrains_peering_bit/right_side = 0 -6:2/0/terrains_peering_bit/bottom_side = 0 -6:2/0/terrains_peering_bit/bottom_left_corner = 0 -6:2/0/terrains_peering_bit/left_side = 0 -6:2/0/terrains_peering_bit/top_left_corner = 0 -6:2/0/terrains_peering_bit/top_side = 0 -6:2/0/terrains_peering_bit/top_right_corner = 0 -7:2/0 = 0 -7:2/0/terrain_set = 0 -7:2/0/terrain = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:2/0/terrains_peering_bit/bottom_side = 0 -7:2/0/terrains_peering_bit/left_side = 0 -7:2/0/terrains_peering_bit/top_left_corner = 0 -7:2/0/terrains_peering_bit/top_side = 0 -8:2/0 = 0 -8:2/0/terrain_set = 0 -8:2/0/terrain = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:2/0/terrains_peering_bit/right_side = 0 -8:2/0/terrains_peering_bit/bottom_right_corner = 0 -8:2/0/terrains_peering_bit/bottom_side = 0 -8:2/0/terrains_peering_bit/left_side = 0 -8:2/0/terrains_peering_bit/top_side = 0 -8:2/0/terrains_peering_bit/top_right_corner = 0 -9:2/0 = 0 -9:2/0/terrain_set = 0 -9:2/0/terrain = 0 -9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_0/angular_velocity = 0.0 -9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -9:2/0/terrains_peering_bit/right_side = 0 -9:2/0/terrains_peering_bit/bottom_right_corner = 0 -9:2/0/terrains_peering_bit/bottom_side = 0 -9:2/0/terrains_peering_bit/bottom_left_corner = 0 -9:2/0/terrains_peering_bit/left_side = 0 -9:2/0/terrains_peering_bit/top_left_corner = 0 -9:2/0/terrains_peering_bit/top_side = 0 -9:2/0/terrains_peering_bit/top_right_corner = 0 -10:2/0 = 0 -10:2/0/terrain_set = 0 -10:2/0/terrain = 0 -10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:2/0/physics_layer_0/angular_velocity = 0.0 -10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -10:2/0/terrains_peering_bit/right_side = 0 -10:2/0/terrains_peering_bit/bottom_side = 0 -10:2/0/terrains_peering_bit/bottom_left_corner = 0 -10:2/0/terrains_peering_bit/left_side = 0 -10:2/0/terrains_peering_bit/top_side = 0 -10:2/0/terrains_peering_bit/top_right_corner = 0 -11:2/0 = 0 -11:2/0/terrain_set = 0 -11:2/0/terrain = 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/bottom_side = 0 -11:2/0/terrains_peering_bit/bottom_left_corner = 0 -11:2/0/terrains_peering_bit/left_side = 0 -11:2/0/terrains_peering_bit/top_left_corner = 0 -11:2/0/terrains_peering_bit/top_side = 0 -0:3/0 = 0 -0:3/0/y_sort_origin = 23 -0:3/0/terrain_set = 0 -0:3/0/terrain = 0 -0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:3/0/physics_layer_0/angular_velocity = 0.0 -0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8) -1:3/0 = 0 -1:3/0/y_sort_origin = 23 -1:3/0/terrain_set = 0 -1:3/0/terrain = 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, 0, 8, 0, 8, 8, -8, 8) -1:3/0/terrains_peering_bit/right_side = 0 -2:3/0 = 0 -2:3/0/y_sort_origin = 23 -2:3/0/terrain_set = 0 -2:3/0/terrain = 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, 0, 8, 0, 8, 8, -8, 8) -2:3/0/terrains_peering_bit/right_side = 0 -2:3/0/terrains_peering_bit/left_side = 0 -3:3/0 = 0 -3:3/0/y_sort_origin = 23 -3:3/0/terrain_set = 0 -3:3/0/terrain = 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, 0, 8, 0, 8, 8, -8, 8) -3:3/0/terrains_peering_bit/left_side = 0 -4:3/0 = 0 -4:3/0/terrain_set = 0 -4:3/0/terrain = 0 -4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:3/0/physics_layer_0/angular_velocity = 0.0 -4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:3/0/terrains_peering_bit/right_side = 0 -4:3/0/terrains_peering_bit/bottom_side = 0 -4:3/0/terrains_peering_bit/bottom_left_corner = 0 -4:3/0/terrains_peering_bit/left_side = 0 -4:3/0/terrains_peering_bit/top_side = 0 -5:3/0 = 0 -5:3/0/y_sort_origin = 23 -5:3/0/terrain_set = 0 -5:3/0/terrain = 0 -5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:3/0/physics_layer_0/angular_velocity = 0.0 -5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:3/0/terrains_peering_bit/right_side = 0 -5:3/0/terrains_peering_bit/left_side = 0 -5:3/0/terrains_peering_bit/top_side = 0 -5:3/0/terrains_peering_bit/top_right_corner = 0 -6:3/0 = 0 -6:3/0/y_sort_origin = 23 -6:3/0/terrain_set = 0 -6:3/0/terrain = 0 -6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:3/0/physics_layer_0/angular_velocity = 0.0 -6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:3/0/terrains_peering_bit/right_side = 0 -6:3/0/terrains_peering_bit/left_side = 0 -6:3/0/terrains_peering_bit/top_left_corner = 0 -6:3/0/terrains_peering_bit/top_side = 0 -7:3/0 = 0 -7:3/0/terrain_set = 0 -7:3/0/terrain = 0 -7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:3/0/physics_layer_0/angular_velocity = 0.0 -7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:3/0/terrains_peering_bit/right_side = 0 -7:3/0/terrains_peering_bit/bottom_right_corner = 0 -7:3/0/terrains_peering_bit/bottom_side = 0 -7:3/0/terrains_peering_bit/left_side = 0 -7:3/0/terrains_peering_bit/top_side = 0 -8:3/0 = 0 -8:3/0/y_sort_origin = 23 -8:3/0/terrain_set = 0 -8:3/0/terrain = 0 -8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:3/0/physics_layer_0/angular_velocity = 0.0 -8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:3/0/terrains_peering_bit/right_side = 0 -8:3/0/terrains_peering_bit/top_side = 0 -8:3/0/terrains_peering_bit/top_right_corner = 0 -9:3/0 = 0 -9:3/0/y_sort_origin = 23 -9:3/0/terrain_set = 0 -9:3/0/terrain = 0 -9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:3/0/physics_layer_0/angular_velocity = 0.0 -9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -9:3/0/terrains_peering_bit/right_side = 0 -9:3/0/terrains_peering_bit/left_side = 0 -9:3/0/terrains_peering_bit/top_left_corner = 0 -9:3/0/terrains_peering_bit/top_side = 0 -9:3/0/terrains_peering_bit/top_right_corner = 0 -10:3/0 = 0 -10:3/0/terrain_set = 0 -10:3/0/terrain = 0 -10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:3/0/physics_layer_0/angular_velocity = 0.0 -10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -10:3/0/terrains_peering_bit/right_side = 0 -10:3/0/terrains_peering_bit/bottom_side = 0 -10:3/0/terrains_peering_bit/left_side = 0 -10:3/0/terrains_peering_bit/top_left_corner = 0 -10:3/0/terrains_peering_bit/top_side = 0 -10:3/0/terrains_peering_bit/top_right_corner = 0 -11:3/0 = 0 -11:3/0/y_sort_origin = 23 -11:3/0/terrain_set = 0 -11:3/0/terrain = 0 -11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:3/0/physics_layer_0/angular_velocity = 0.0 -11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -11:3/0/terrains_peering_bit/left_side = 0 -11:3/0/terrains_peering_bit/top_left_corner = 0 -11:3/0/terrains_peering_bit/top_side = 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/y_sort_origin = 7 -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/y_sort_origin = 7 -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/y_sort_origin = 7 -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/y_sort_origin = 7 -4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:4/0/physics_layer_0/angular_velocity = 0.0 -4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[resource] -physics_layer_0/collision_layer = 1 -terrain_set_0/mode = 0 -terrain_set_0/terrain_0/name = "Terrain 0" -terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1) -sources/0 = SubResource("TileSetAtlasSource_1xc4b") 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 deleted file mode 100644 index d74eba2..0000000 --- a/DungeonShooting_Godot/resource/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png +++ /dev/null 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 deleted file mode 100644 index 99a2129..0000000 --- a/DungeonShooting_Godot/resource/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-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/resource/tileSprite/map2/Dungeon Tileset + Spikes.png b/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset + Spikes.png deleted file mode 100644 index a045ee2..0000000 --- a/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset + Spikes.png +++ /dev/null Binary files differ diff --git a/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset + Spikes.png.import b/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset + Spikes.png.import deleted file mode 100644 index 847285b..0000000 --- a/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset + Spikes.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://bwp887tjcbwfg" -path="res://.godot/imported/Dungeon Tileset + Spikes.png-7a50fdc30ac0353a216568c349db821f.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://resource/tileSprite/map2/Dungeon Tileset + Spikes.png" -dest_files=["res://.godot/imported/Dungeon Tileset + Spikes.png-7a50fdc30ac0353a216568c349db821f.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/tileSprite/map2/Dungeon Tileset.png b/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset.png deleted file mode 100644 index cb64efb..0000000 --- a/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset.png +++ /dev/null Binary files differ diff --git a/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset.png.import b/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset.png.import deleted file mode 100644 index 70f79e1..0000000 --- a/DungeonShooting_Godot/resource/tileSprite/map2/Dungeon Tileset.png.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://bcoae24vin57c" -path="res://.godot/imported/Dungeon Tileset.png-1a155e8db05f0e6de2cda96da9be5afd.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://resource/tileSprite/map2/Dungeon Tileset.png" -dest_files=["res://.godot/imported/Dungeon Tileset.png-1a155e8db05f0e6de2cda96da9be5afd.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/Main.tscn b/DungeonShooting_Godot/scene/Main.tscn index 698f3f2..346e221 100644 --- a/DungeonShooting_Godot/scene/Main.tscn +++ b/DungeonShooting_Godot/scene/Main.tscn @@ -39,6 +39,5 @@ process_callback = 0 editor_draw_drag_margin = true script = ExtResource("2_2j367") -RecoveryCoefficient = null [node name="GlobalNodeRoot" type="Node2D" parent="."] diff --git a/DungeonShooting_Godot/src/framework/map/serialize/room/DungeonRoomGroup.cs b/DungeonShooting_Godot/src/framework/map/serialize/room/DungeonRoomGroup.cs index 142ca79..df4b135 100644 --- a/DungeonShooting_Godot/src/framework/map/serialize/room/DungeonRoomGroup.cs +++ b/DungeonShooting_Godot/src/framework/map/serialize/room/DungeonRoomGroup.cs @@ -14,6 +14,12 @@ /// [JsonInclude] public string GroupName; + + /// + /// 图块集 + /// + [JsonInclude] + public string TileSet; /// /// 普通战斗房间, 进入该房间时会关上门, 并刷出若干波敌人, 消灭所有敌人后开门 @@ -195,6 +201,7 @@ { var inst = new DungeonRoomGroup(); inst.GroupName = GroupName; + inst.TileSet = TileSet; inst.BattleList.AddRange(BattleList); inst.InletList.AddRange(InletList); inst.OutletList.AddRange(OutletList); diff --git a/DungeonShooting_Godot/src/framework/map/serialize/tileSet/TileSetSplit.cs b/DungeonShooting_Godot/src/framework/map/serialize/tileSet/TileSetSplit.cs index d033c36..7ab015f 100644 --- a/DungeonShooting_Godot/src/framework/map/serialize/tileSet/TileSetSplit.cs +++ b/DungeonShooting_Godot/src/framework/map/serialize/tileSet/TileSetSplit.cs @@ -8,12 +8,6 @@ { [JsonIgnore] public bool IsDestroyed { get; private set; } - - /// - /// 错误类型 - /// - [JsonInclude] - public int ErrorType; /// /// 路径 diff --git a/DungeonShooting_Godot/src/game/data/DungeonGroupData.cs b/DungeonShooting_Godot/src/game/data/DungeonGroupData.cs new file mode 100644 index 0000000..c04107e --- /dev/null +++ b/DungeonShooting_Godot/src/game/data/DungeonGroupData.cs @@ -0,0 +1,23 @@ + +public class DungeonGroupData +{ + /// + /// 名称 + /// + public string Name; + /// + /// 地图集 + /// + public string TileSet; + /// + /// 备注 + /// + public string Remark; + + public DungeonGroupData(string name, string tileSet, string remark) + { + Name = name; + TileSet = tileSet; + Remark = remark; + } +} \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/manager/EditorWindowManager.cs b/DungeonShooting_Godot/src/game/manager/EditorWindowManager.cs index 925aa2d..c4e9a45 100644 --- a/DungeonShooting_Godot/src/game/manager/EditorWindowManager.cs +++ b/DungeonShooting_Godot/src/game/manager/EditorWindowManager.cs @@ -6,6 +6,7 @@ using Config; using Godot; using UI.EditorColorPicker; +using UI.EditorDungeonGroup; using UI.EditorForm; using UI.EditorImportCombination; using UI.EditorInfo; @@ -217,12 +218,12 @@ var window = CreateWindowInstance(parentUi); window.SetWindowTitle("创建地牢组"); window.SetWindowSize(new Vector2I(700, 500)); - var body = window.OpenBody(UiManager.UiNames.EditorInfo); + var body = window.OpenBody(UiManager.UiNames.EditorDungeonGroup); window.SetButtonList( new EditorWindowPanel.ButtonData("确定", () => { //获取填写的数据, 并创建ui - var infoData = body.GetInfoData(); + var infoData = body.GetData(); //组名 var groupName = infoData.Name; @@ -244,6 +245,7 @@ var group = new DungeonRoomGroup(); group.GroupName = groupName; + group.TileSet = infoData.TileSet; group.Remark = infoData.Remark; window.CloseWindow(); onCreateGroup(group); @@ -254,6 +256,36 @@ }) ); } + + /// + /// 打开创建地牢组弹窗 + /// + /// 原数据 + /// 提交时回调 + /// 所属父级Ui + public static void ShowEditGroup(DungeonRoomGroup group, Action onEditGroup, UiBase parentUi = null) + { + var window = CreateWindowInstance(parentUi); + window.SetWindowTitle("编辑地牢组"); + window.SetWindowSize(new Vector2I(700, 500)); + var body = window.OpenBody(UiManager.UiNames.EditorDungeonGroup); + body.InitData(group); + body.SetEditMode(); + window.SetButtonList( + new EditorWindowPanel.ButtonData("确定", () => + { + var infoData = body.GetData(); + group.Remark = infoData.Remark; + group.TileSet = infoData.TileSet; + window.CloseWindow(); + onEditGroup(group); + }), + new EditorWindowPanel.ButtonData("取消", () => + { + window.CloseWindow(); + }) + ); + } /// /// 打开创建地牢房间弹窗 diff --git a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs index eb06752..eaabb27 100644 --- a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs +++ b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs @@ -6,21 +6,12 @@ public const string default_bus_layout_tres = "res://default_bus_layout.tres"; public const string default_env_tres = "res://default_env.tres"; public const string icon_png = "res://icon.png"; - public const string _VSCodeCounter_20240109_204848_diff_txt = "res://.VSCodeCounter/2024-01-09_20-48-48/diff.txt"; - public const string _VSCodeCounter_20240109_204848_results_json = "res://.VSCodeCounter/2024-01-09_20-48-48/results.json"; - public const string _VSCodeCounter_20240109_204848_results_txt = "res://.VSCodeCounter/2024-01-09_20-48-48/results.txt"; - public const string _VSCodeCounter_20240112_214732_diff_txt = "res://.VSCodeCounter/2024-01-12_21-47-32/diff.txt"; - public const string _VSCodeCounter_20240112_214732_results_json = "res://.VSCodeCounter/2024-01-12_21-47-32/results.json"; - public const string _VSCodeCounter_20240112_214732_results_txt = "res://.VSCodeCounter/2024-01-12_21-47-32/results.txt"; - public const string _VSCodeCounter_20240117_161913_diff_txt = "res://.VSCodeCounter/2024-01-17_16-19-13/diff.txt"; - public const string _VSCodeCounter_20240117_161913_results_json = "res://.VSCodeCounter/2024-01-17_16-19-13/results.json"; - public const string _VSCodeCounter_20240117_161913_results_txt = "res://.VSCodeCounter/2024-01-17_16-19-13/results.txt"; public const string excelTool_bin_Release_net8_0_winx64_ExcelTool_deps_json = "res://excelTool/bin/Release/net8.0/win-x64/ExcelTool.deps.json"; public const string excelTool_bin_Release_net8_0_winx64_ExcelTool_runtimeconfig_json = "res://excelTool/bin/Release/net8.0/win-x64/ExcelTool.runtimeconfig.json"; public const string excelTool_obj_ExcelTool_csproj_nuget_dgspec_json = "res://excelTool/obj/ExcelTool.csproj.nuget.dgspec.json"; public const string excelTool_obj_project_assets_json = "res://excelTool/obj/project.assets.json"; public const string excelTool_obj_Release_net8_0_winx64_ExcelTool_csproj_FileListAbsolute_txt = "res://excelTool/obj/Release/net8.0/win-x64/ExcelTool.csproj.FileListAbsolute.txt"; - public const string excelTool_obj_Release_net8_0_winx64_PublishOutputs_77891b5d25_txt = "res://excelTool/obj/Release/net8.0/win-x64/PublishOutputs.77891b5d25.txt"; + public const string excelTool_obj_Release_net8_0_winx64_PublishOutputs_a0fcfe3642_txt = "res://excelTool/obj/Release/net8.0/win-x64/PublishOutputs.a0fcfe3642.txt"; public const string excelTool_publish_winx64_ExcelTool_deps_json = "res://excelTool/publish/win-x64/ExcelTool.deps.json"; public const string excelTool_publish_winx64_ExcelTool_runtimeconfig_json = "res://excelTool/publish/win-x64/ExcelTool.runtimeconfig.json"; public const string prefab_Cursor_tscn = "res://prefab/Cursor.tscn"; @@ -79,6 +70,7 @@ public const string prefab_ui_BottomTips_tscn = "res://prefab/ui/BottomTips.tscn"; public const string prefab_ui_Debugger_tscn = "res://prefab/ui/Debugger.tscn"; public const string prefab_ui_EditorColorPicker_tscn = "res://prefab/ui/EditorColorPicker.tscn"; + public const string prefab_ui_EditorDungeonGroup_tscn = "res://prefab/ui/EditorDungeonGroup.tscn"; public const string prefab_ui_EditorForm_tscn = "res://prefab/ui/EditorForm.tscn"; public const string prefab_ui_EditorImportCombination_tscn = "res://prefab/ui/EditorImportCombination.tscn"; public const string prefab_ui_EditorInfo_tscn = "res://prefab/ui/EditorInfo.tscn"; diff --git a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs index 1b8dbe2..750f5a7 100644 --- a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs +++ b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs @@ -8,6 +8,7 @@ public const string BottomTips = "BottomTips"; public const string Debugger = "Debugger"; public const string EditorColorPicker = "EditorColorPicker"; + public const string EditorDungeonGroup = "EditorDungeonGroup"; public const string EditorForm = "EditorForm"; public const string EditorImportCombination = "EditorImportCombination"; public const string EditorInfo = "EditorInfo"; @@ -186,6 +187,54 @@ } /// + /// 创建 EditorDungeonGroup, 并返回UI实例, 该函数不会打开 Ui + /// + public static UI.EditorDungeonGroup.EditorDungeonGroupPanel Create_EditorDungeonGroup() + { + return CreateUi(UiNames.EditorDungeonGroup); + } + + /// + /// 打开 EditorDungeonGroup, 并返回UI实例 + /// + public static UI.EditorDungeonGroup.EditorDungeonGroupPanel Open_EditorDungeonGroup() + { + return OpenUi(UiNames.EditorDungeonGroup); + } + + /// + /// 隐藏 EditorDungeonGroup 的所有实例 + /// + public static void Hide_EditorDungeonGroup() + { + var uiInstance = Get_EditorDungeonGroup_Instance(); + foreach (var uiPanel in uiInstance) + { + uiPanel.HideUi(); + } + } + + /// + /// 销毁 EditorDungeonGroup 的所有实例 + /// + public static void Destroy_EditorDungeonGroup() + { + var uiInstance = Get_EditorDungeonGroup_Instance(); + foreach (var uiPanel in uiInstance) + { + uiPanel.Destroy(); + } + } + + /// + /// 获取所有 EditorDungeonGroup 的实例, 如果没有实例, 则返回一个空数组 + /// + public static UI.EditorDungeonGroup.EditorDungeonGroupPanel[] Get_EditorDungeonGroup_Instance() + { + return GetUiInstance(nameof(UI.EditorDungeonGroup.EditorDungeonGroup)); + } + + /// /// 创建 EditorForm, 并返回UI实例, 该函数不会打开 Ui /// public static UI.EditorForm.EditorFormPanel Create_EditorForm() diff --git a/DungeonShooting_Godot/src/game/ui/editorDungeonGroup/EditorDungeonGroup.cs b/DungeonShooting_Godot/src/game/ui/editorDungeonGroup/EditorDungeonGroup.cs new file mode 100644 index 0000000..993b655 --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/editorDungeonGroup/EditorDungeonGroup.cs @@ -0,0 +1,306 @@ +namespace UI.EditorDungeonGroup; + +/// +/// 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 EditorDungeonGroup : UiBase +{ + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer + /// + public MarginContainer L_MarginContainer + { + get + { + if (_L_MarginContainer == null) _L_MarginContainer = new MarginContainer((EditorDungeonGroupPanel)this, GetNode("MarginContainer")); + return _L_MarginContainer; + } + } + private MarginContainer _L_MarginContainer; + + + public EditorDungeonGroup() : base(nameof(EditorDungeonGroup)) + { + } + + public sealed override void OnInitNestedUi() + { + + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer.NameLabel + /// + public class NameLabel : UiNode + { + public NameLabel(EditorDungeonGroupPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override NameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer.NameInput + /// + public class NameInput : UiNode + { + public NameInput(EditorDungeonGroupPanel uiPanel, Godot.LineEdit node) : base(uiPanel, node) { } + public override NameInput Clone() => new (UiPanel, (Godot.LineEdit)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.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: EditorDungeonGroup.MarginContainer.VBoxContainer.NameLabel + /// + public NameLabel L_NameLabel + { + get + { + if (_L_NameLabel == null) _L_NameLabel = new NameLabel(UiPanel, Instance.GetNode("NameLabel")); + return _L_NameLabel; + } + } + private NameLabel _L_NameLabel; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.NameInput + /// + public NameInput L_NameInput + { + get + { + if (_L_NameInput == null) _L_NameInput = new NameInput(UiPanel, Instance.GetNode("NameInput")); + return _L_NameInput; + } + } + private NameInput _L_NameInput; + + public HBoxContainer(EditorDungeonGroupPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer2.NameLabel + /// + public class NameLabel_1 : UiNode + { + public NameLabel_1(EditorDungeonGroupPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override NameLabel_1 Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer2.TileSetOption + /// + public class TileSetOption : UiNode + { + public TileSetOption(EditorDungeonGroupPanel uiPanel, Godot.OptionButton node) : base(uiPanel, node) { } + public override TileSetOption Clone() => new (UiPanel, (Godot.OptionButton)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer2 + /// + public class HBoxContainer2 : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.NameLabel + /// + public NameLabel_1 L_NameLabel + { + get + { + if (_L_NameLabel == null) _L_NameLabel = new NameLabel_1(UiPanel, Instance.GetNode("NameLabel")); + return _L_NameLabel; + } + } + private NameLabel_1 _L_NameLabel; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.TileSetOption + /// + public TileSetOption L_TileSetOption + { + get + { + if (_L_TileSetOption == null) _L_TileSetOption = new TileSetOption(UiPanel, Instance.GetNode("TileSetOption")); + return _L_TileSetOption; + } + } + private TileSetOption _L_TileSetOption; + + public HBoxContainer2(EditorDungeonGroupPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer2 Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer5.RemarkNameLabel + /// + public class RemarkNameLabel : UiNode + { + public RemarkNameLabel(EditorDungeonGroupPanel uiPanel, Godot.Label node) : base(uiPanel, node) { } + public override RemarkNameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer5.RemarkInput + /// + public class RemarkInput : UiNode + { + public RemarkInput(EditorDungeonGroupPanel uiPanel, Godot.TextEdit node) : base(uiPanel, node) { } + public override RemarkInput Clone() => new (UiPanel, (Godot.TextEdit)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer5 + /// + public class HBoxContainer5 : UiNode + { + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.RemarkNameLabel + /// + public RemarkNameLabel L_RemarkNameLabel + { + get + { + if (_L_RemarkNameLabel == null) _L_RemarkNameLabel = new RemarkNameLabel(UiPanel, Instance.GetNode("RemarkNameLabel")); + return _L_RemarkNameLabel; + } + } + private RemarkNameLabel _L_RemarkNameLabel; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.RemarkInput + /// + public RemarkInput L_RemarkInput + { + get + { + if (_L_RemarkInput == null) _L_RemarkInput = new RemarkInput(UiPanel, Instance.GetNode("RemarkInput")); + return _L_RemarkInput; + } + } + private RemarkInput _L_RemarkInput; + + public HBoxContainer5(EditorDungeonGroupPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer5 Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.MarginContainer.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: EditorDungeonGroup.MarginContainer.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; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.HBoxContainer2 + /// + public HBoxContainer2 L_HBoxContainer2 + { + get + { + if (_L_HBoxContainer2 == null) _L_HBoxContainer2 = new HBoxContainer2(UiPanel, Instance.GetNode("HBoxContainer2")); + return _L_HBoxContainer2; + } + } + private HBoxContainer2 _L_HBoxContainer2; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.HBoxContainer5 + /// + public HBoxContainer5 L_HBoxContainer5 + { + get + { + if (_L_HBoxContainer5 == null) _L_HBoxContainer5 = new HBoxContainer5(UiPanel, Instance.GetNode("HBoxContainer5")); + return _L_HBoxContainer5; + } + } + private HBoxContainer5 _L_HBoxContainer5; + + public VBoxContainer(EditorDungeonGroupPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { } + public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: EditorDungeonGroup.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: EditorDungeonGroup.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 MarginContainer(EditorDungeonGroupPanel uiPanel, Godot.MarginContainer node) : base(uiPanel, node) { } + public override MarginContainer Clone() => new (UiPanel, (Godot.MarginContainer)Instance.Duplicate()); + } + + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer.NameInput + /// + public NameInput S_NameInput => L_MarginContainer.L_VBoxContainer.L_HBoxContainer.L_NameInput; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer + /// + public HBoxContainer S_HBoxContainer => L_MarginContainer.L_VBoxContainer.L_HBoxContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer2.TileSetOption + /// + public TileSetOption S_TileSetOption => L_MarginContainer.L_VBoxContainer.L_HBoxContainer2.L_TileSetOption; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer2 + /// + public HBoxContainer2 S_HBoxContainer2 => L_MarginContainer.L_VBoxContainer.L_HBoxContainer2; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer5.RemarkNameLabel + /// + public RemarkNameLabel S_RemarkNameLabel => L_MarginContainer.L_VBoxContainer.L_HBoxContainer5.L_RemarkNameLabel; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer5.RemarkInput + /// + public RemarkInput S_RemarkInput => L_MarginContainer.L_VBoxContainer.L_HBoxContainer5.L_RemarkInput; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer.HBoxContainer5 + /// + public HBoxContainer5 S_HBoxContainer5 => L_MarginContainer.L_VBoxContainer.L_HBoxContainer5; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer.VBoxContainer + /// + public VBoxContainer S_VBoxContainer => L_MarginContainer.L_VBoxContainer; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorDungeonGroup.MarginContainer + /// + public MarginContainer S_MarginContainer => L_MarginContainer; + +} diff --git a/DungeonShooting_Godot/src/game/ui/editorDungeonGroup/EditorDungeonGroupPanel.cs b/DungeonShooting_Godot/src/game/ui/editorDungeonGroup/EditorDungeonGroupPanel.cs new file mode 100644 index 0000000..ca58fe6 --- /dev/null +++ b/DungeonShooting_Godot/src/game/ui/editorDungeonGroup/EditorDungeonGroupPanel.cs @@ -0,0 +1,61 @@ +using Godot; + +namespace UI.EditorDungeonGroup; + +public partial class EditorDungeonGroupPanel : EditorDungeonGroup +{ + + public override void OnCreateUi() + { + var optionButton = S_TileSetOption.Instance; + foreach (var keyValuePair in GameApplication.Instance.TileSetConfig) + { + optionButton.AddItem(keyValuePair.Key); + } + + optionButton.Selected = 0; + } + + public override void OnDestroyUi() + { + + } + + /// + /// 初始化数据 + /// + public void InitData(DungeonRoomGroup dungeonRoomGroup) + { + S_NameInput.Instance.Text = dungeonRoomGroup.GroupName; + var optionButton = S_TileSetOption.Instance; + var count = optionButton.ItemCount; + for (int i = 0; i < count; i++) + { + if (optionButton.GetItemText(i) == dungeonRoomGroup.TileSet) + { + optionButton.Selected = i; + break; + } + } + + S_RemarkInput.Instance.Text = dungeonRoomGroup.Remark; + } + + /// + /// 获取数据 + /// + public DungeonGroupData GetData() + { + var data = new DungeonGroupData(S_NameInput.Instance.Text, S_TileSetOption.Instance.Text, S_RemarkInput.Instance.Text); + return data; + } + + /// + /// 设置为编辑模式, 禁用部分属性 + /// + public void SetEditMode() + { + S_NameInput.Instance.Editable = false; + S_TileSetOption.Instance.Disabled = true; + } +} diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs index eb07cf2..d71b162 100644 --- a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs +++ b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProject.cs @@ -47,15 +47,6 @@ } /// - /// 类型: , 路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.GroupAddButton - /// - public class GroupAddButton : UiNode - { - public GroupAddButton(MapEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } - public override GroupAddButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); - } - - /// /// 类型: , 路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer /// public class HBoxContainer_1 : UiNode @@ -86,6 +77,42 @@ } private GroupSearchButton _L_GroupSearchButton; + public HBoxContainer_1(MapEditorProjectPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer_1 Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2.GroupAddButton + /// + public class GroupAddButton : UiNode + { + public GroupAddButton(MapEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override GroupAddButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2.GroupEditButton + /// + public class GroupEditButton : UiNode + { + public GroupEditButton(MapEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override GroupEditButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2.GroupDeleteButton + /// + public class GroupDeleteButton : UiNode + { + public GroupDeleteButton(MapEditorProjectPanel uiPanel, Godot.Button node) : base(uiPanel, node) { } + public override GroupDeleteButton Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate()); + } + + /// + /// 类型: , 路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2 + /// + public class HBoxContainer2 : UiNode + { /// /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.GroupAddButton /// @@ -99,8 +126,34 @@ } private GroupAddButton _L_GroupAddButton; - public HBoxContainer_1(MapEditorProjectPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } - public override HBoxContainer_1 Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.GroupEditButton + /// + public GroupEditButton L_GroupEditButton + { + get + { + if (_L_GroupEditButton == null) _L_GroupEditButton = new GroupEditButton(UiPanel, Instance.GetNode("GroupEditButton")); + return _L_GroupEditButton; + } + } + private GroupEditButton _L_GroupEditButton; + + /// + /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.GroupDeleteButton + /// + public GroupDeleteButton L_GroupDeleteButton + { + get + { + if (_L_GroupDeleteButton == null) _L_GroupDeleteButton = new GroupDeleteButton(UiPanel, Instance.GetNode("GroupDeleteButton")); + return _L_GroupDeleteButton; + } + } + private GroupDeleteButton _L_GroupDeleteButton; + + public HBoxContainer2(MapEditorProjectPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { } + public override HBoxContainer2 Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate()); } /// @@ -175,6 +228,19 @@ 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: MapEditorProject.HBoxContainer.Panel.MarginContainer.HBoxContainer2 + /// + public HBoxContainer2 L_HBoxContainer2 + { + get + { + if (_L_HBoxContainer2 == null) _L_HBoxContainer2 = new HBoxContainer2(UiPanel, Instance.GetNode("HBoxContainer2")); + return _L_HBoxContainer2; + } + } + private HBoxContainer2 _L_HBoxContainer2; + + /// /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.ScrollContainer /// public ScrollContainer L_ScrollContainer @@ -643,9 +709,24 @@ public GroupSearchButton S_GroupSearchButton => L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer.L_GroupSearchButton; /// - /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer.GroupAddButton + /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2.GroupAddButton /// - public GroupAddButton S_GroupAddButton => L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer.L_GroupAddButton; + public GroupAddButton S_GroupAddButton => L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer2.L_GroupAddButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2.GroupEditButton + /// + public GroupEditButton S_GroupEditButton => L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer2.L_GroupEditButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2.GroupDeleteButton + /// + public GroupDeleteButton S_GroupDeleteButton => L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer2.L_GroupDeleteButton; + + /// + /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.HBoxContainer2 + /// + public HBoxContainer2 S_HBoxContainer2 => L_HBoxContainer.L_Panel.L_MarginContainer.L_VBoxContainer.L_HBoxContainer2; /// /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorProject.HBoxContainer.Panel.MarginContainer.VBoxContainer.ScrollContainer.GroupButton diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs index 81705b9..4fcaa16 100644 --- a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs +++ b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs @@ -36,11 +36,13 @@ _roomGrid.SetHorizontalExpand(true); S_GroupSearchButton.Instance.Pressed += OnSearchGroupButtonClick; + S_GroupEditButton.Instance.Pressed += OnEditGroup; + S_GroupAddButton.Instance.Pressed += OnCreateGroupClick; + S_RoomSearchButton.Instance.Pressed += OnSearchRoomButtonClick; S_RoomAddButton.Instance.Pressed += OnCreateRoomClick; S_RoomEditButton.Instance.Pressed += OnEditRoom; S_RoomDeleteButton.Instance.Pressed += OnDeleteRoom; - S_GroupAddButton.Instance.Pressed += OnCreateGroupClick; _eventFactory = EventManager.CreateEventFactory(); _eventFactory.AddEventListener(EventEnum.OnCreateGroupFinish, OnCreateGroupFinish); @@ -69,14 +71,8 @@ /// public void RefreshGroup() { - var index = _groupGrid.SelectIndex; - if (index == -1) - { - index = 0; - } MapProjectManager.RefreshMapGroup(); OnSearchGroupButtonClick(); - _groupGrid.SelectIndex = index; } /// @@ -103,6 +99,10 @@ private void OnSearchGroupButtonClick() { var select = _groupGrid.SelectIndex; + if (select < 0) + { + select = 0; + } //输入文本 var text = S_GroupSearchInput.Instance.Text; if (!string.IsNullOrEmpty(text)) @@ -123,7 +123,7 @@ _groupGrid.SetDataList(MapProjectManager.GroupMap.Values.ToArray()); } - _roomGrid.SelectIndex = select; + _groupGrid.SelectIndex = select; } //搜索房间按钮点击 @@ -168,6 +168,19 @@ { EditorWindowManager.ShowCreateGroup(CreateGroup); } + + //编辑组按钮点击 + private void OnEditGroup() + { + if (_groupGrid.SelectIndex != -1) + { + EditorWindowManager.ShowEditGroup(_groupGrid.SelectData, EditGroup); + } + else + { + EditorWindowManager.ShowTips("提示", "请选择需要编辑的组!"); + } + } //创建地牢房间按钮点击 private void OnCreateRoomClick() @@ -226,6 +239,12 @@ { MapProjectManager.CreateGroup(group); } + + //编辑地牢组 + private void EditGroup(DungeonRoomGroup group) + { + MapProjectManager.SaveGroupMap(); + } //创建房间 private void CreateRoom(DungeonRoomSplit roomSplit)