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)
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-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
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-3:2/0/y_sort_origin = 23
-3:2/0/terrain_set = 0
-3:2/0/terrain = 0
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-3:2/0/terrains_peering_bit/top_side = 0
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-5:2/0/terrain_set = 0
-5:2/0/terrain = 0
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-5:2/0/physics_layer_0/angular_velocity = 0.0
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-5:2/0/terrains_peering_bit/bottom_side = 0
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-6:2/0/terrain = 0
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-6:2/0/terrains_peering_bit/left_side = 0
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-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
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-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
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-10:2/0 = 0
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-10:2/0/terrain = 0
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-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)
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-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]
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-uid="uid://dj8nrd5od4fcl"
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-metadata={
-"vram_texture": false
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-[deps]
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-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"]
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-[params]
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-compress/mode=0
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-process/hdr_as_srgb=false
-process/hdr_clamp_exposure=false
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-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]
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-importer="texture"
-type="CompressedTexture2D"
-uid="uid://bwp887tjcbwfg"
-path="res://.godot/imported/Dungeon Tileset + Spikes.png-7a50fdc30ac0353a216568c349db821f.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
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-source_file="res://resource/tileSprite/map2/Dungeon Tileset + Spikes.png"
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-[params]
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-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
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-roughness/src_normal=""
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-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)