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\ No newline at end of file diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs index 61c61f9..68320b6 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs @@ -126,6 +126,11 @@ } /// + /// 下坠逻辑是否执行完成 + /// + public bool IsFallOver => _isFallOver; + + /// /// 是否正在投抛过程中 /// public bool IsThrowing => VerticalSpeed != 0 && !_isFallOver; @@ -1443,6 +1448,19 @@ } /// + /// 获取投抛该物体时所产生的数据, 只在 IsFallOver 为 false 时有效 + /// + public ActivityFallData GetFallData() + { + if (!IsFallOver && !_fallData.UseOrigin) + { + return _fallData; + } + + return null; + } + + /// /// 触发投抛动作 /// private void Throw() @@ -1473,7 +1491,7 @@ /// private void SetFallCollision() { - if (_fallData != null && _fallData.UseOrigin) + if (_fallData.UseOrigin) { _fallData.OriginShape = Collision.Shape; _fallData.OriginPosition = Collision.Position; @@ -1507,7 +1525,7 @@ /// private void RestoreCollision() { - if (_fallData != null && !_fallData.UseOrigin) + if (!_fallData.UseOrigin) { Collision.Shape = _fallData.OriginShape; Collision.Position = _fallData.OriginPosition; @@ -1903,4 +1921,25 @@ target.OnUnmount(this); } } + + /// + /// 设置是否启用碰撞层, 该函数是设置下载状态下原碰撞层 + /// + public void SetOriginCollisionLayerValue(uint layer, bool vale) + { + if (vale) + { + if (!Utils.CollisionMaskWithLayer(_fallData.OriginCollisionLayer, layer)) + { + _fallData.OriginCollisionLayer |= layer; + } + } + else + { + if (Utils.CollisionMaskWithLayer(_fallData.OriginCollisionLayer, layer)) + { + _fallData.OriginCollisionLayer ^= layer; + } + } + } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/framework/map/DungeonConfig.cs b/DungeonShooting_Godot/src/framework/map/DungeonConfig.cs index f05f144..2fc4437 100644 --- a/DungeonShooting_Godot/src/framework/map/DungeonConfig.cs +++ b/DungeonShooting_Godot/src/framework/map/DungeonConfig.cs @@ -7,6 +7,11 @@ public class DungeonConfig { /// + /// 地牢使用的随机种子 + /// + public int? RandomSeed = null; + + /// /// 地牢组名称 /// public string GroupName; @@ -54,7 +59,7 @@ /// /// 房间最大间隔 /// - public int RoomMaxInterval = 5; + public int RoomMaxInterval = 2; /// /// 房间横轴最小分散程度 diff --git a/DungeonShooting_Godot/src/framework/map/DungeonGenerator.cs b/DungeonShooting_Godot/src/framework/map/DungeonGenerator.cs index 0867995..feb8ca2 100644 --- a/DungeonShooting_Godot/src/framework/map/DungeonGenerator.cs +++ b/DungeonShooting_Godot/src/framework/map/DungeonGenerator.cs @@ -158,7 +158,7 @@ _rule = rule; //最大尝试次数 - var maxTryCount = 2000; + var maxTryCount = 1000; //当前尝试次数 var currTryCount = 0; @@ -298,10 +298,6 @@ var direction = _rule.GetNextRoomDoorDirection(prevRoom, roomType); //房间间隔 var space = _rule.GetNextRoomInterval(prevRoom, roomType, direction); - if (direction == RoomDirection.Up || direction == RoomDirection.Down) - { - space += 2; - } //中心偏移 var offset = _rule.GetNextRoomOffset(prevRoom, roomType, direction); @@ -340,7 +336,7 @@ } //是否碰到其他房间或者过道 - if (_roomGrid.RectCollision(room.Position - Vector2I.One, room.Size + new Vector2I(2, 2))) + if (_roomGrid.RectCollision(room.Position - new Vector2I(2, 2), room.Size + new Vector2I(4, 5))) { //碰到其他墙壁, 再一次尝试 continue; diff --git a/DungeonShooting_Godot/src/game/GameApplication.cs b/DungeonShooting_Godot/src/game/GameApplication.cs index 6c143b5..18d157c 100644 --- a/DungeonShooting_Godot/src/game/GameApplication.cs +++ b/DungeonShooting_Godot/src/game/GameApplication.cs @@ -107,6 +107,7 @@ DungeonConfig = new DungeonConfig(); DungeonConfig.GroupName = "Test1"; + DungeonConfig.RandomSeed = null; DungeonConfig.BattleRoomCount = 15; // DungeonConfig.BossRoomCount = 0; // DungeonConfig.RewardRoomCount = 0; diff --git a/DungeonShooting_Godot/src/game/activity/bullet/normal/Arrow.cs b/DungeonShooting_Godot/src/game/activity/bullet/normal/Arrow.cs index bf97a89..4174bad 100644 --- a/DungeonShooting_Godot/src/game/activity/bullet/normal/Arrow.cs +++ b/DungeonShooting_Godot/src/game/activity/bullet/normal/Arrow.cs @@ -1,6 +1,9 @@  using Godot; +/// +/// 弓箭 +/// [Tool] public partial class Arrow : Bullet, IMountItem { @@ -10,16 +13,43 @@ public override void InitData(BulletData data, uint attackLayer) { base.InitData(data, attackLayer); + SetEnableMovement(true); EnableVerticalMotion = false; DefaultLayer = RoomLayerEnum.NormalLayer; + Debug.Log("IsFallOver: ", IsFallOver, ", ", CollisionLayer); + } + + public override CheckInteractiveResult CheckInteractive(ActivityObject master) + { + if (master is Role role) //如果角色有弓箭武器, 则可以拾起地上的箭 + { + var index = role.WeaponPack.FindIndex((weapon, index) => + { + return weapon.ActivityBase.Id == Ids.Id_weapon0016; + }); + if (index >= 0) + { + var weapon = role.WeaponPack.GetItem(index); + weapon.SetResidueAmmo(weapon.ResidueAmmo + 1); + ObjectPool.Reclaim(this); + } + } + return base.CheckInteractive(master); } public override void OnPlayDisappearEffect() { } - public override void OnPlayCollisionEffect(KinematicCollision2D collision) + public override void OnMoveCollision(KinematicCollision2D collision) { + CurrentBounce++; + if (CurrentBounce > BulletData.BounceCount) //反弹次数超过限制 + { + //创建粒子特效 + OnPlayCollisionEffect(collision); + ObjectPool.Reclaim(this); + } } public override void OnCollisionTarget(IHurt hurt) @@ -42,10 +72,18 @@ } } + //将弓箭挂载到目标物体上 private void OnBindTarget(ActivityObject activityObject) { - Altitude = -activityObject.ToLocal(GlobalPosition).Y; - activityObject.AddMountObject(this); + if (activityObject.IsDestroyed) + { + OnUnmount(activityObject); + } + else + { + Altitude = Mathf.Max(1, -activityObject.ToLocal(GlobalPosition).Y); + activityObject.AddMountObject(this); + } } public void OnMount(ActivityObject target) @@ -57,6 +95,7 @@ public void OnUnmount(ActivityObject target) { + SetOriginCollisionLayerValue(PhysicsLayer.Prop, true); AnimatedSprite.Play(AnimatorNames.Default); HalfSprite.Visible = false; SetEnableMovement(true); @@ -64,6 +103,17 @@ MoveController.ClearForce(); MoveController.BasisVelocity = Vector2.Zero; ShadowOffset = new Vector2(0, 1); - Throw(10, 60, new Vector2(20, 0), 0); + Throw(Mathf.Max(3, Altitude), Utils.Random.RandomRangeInt(50, 80), Vector2.Zero, Utils.Random.RandomRangeInt(-30, 30)); + InheritVelocity(target); + } + + public override void OnLeavePool() + { + SetOriginCollisionLayerValue(PhysicsLayer.Prop, false); + if (Utils.CollisionMaskWithLayer(CollisionLayer, PhysicsLayer.Prop)) + { + CollisionLayer ^= PhysicsLayer.Prop; + } + base.OnLeavePool(); } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/game/room/DungeonManager.cs b/DungeonShooting_Godot/src/game/room/DungeonManager.cs index 3985274..4eb26eb 100644 --- a/DungeonShooting_Godot/src/game/room/DungeonManager.cs +++ b/DungeonShooting_Godot/src/game/room/DungeonManager.cs @@ -196,35 +196,63 @@ UiManager.Open_Loading(); yield return 0; //生成地牢房间 - var random = new SeedRandom(1); - _dungeonGenerator = new DungeonGenerator(CurrConfig, random); - var rule = new DefaultDungeonRule(_dungeonGenerator); - if (!_dungeonGenerator.Generate(rule)) //生成房间失败 + + //最多尝试10次 + const int maxCount = 10; + for (var i = 0; i < maxCount; i++) { - _dungeonGenerator.EachRoom(DisposeRoomInfo); - _dungeonGenerator = null; - UiManager.Hide_Loading(); - - if (IsEditorMode) //在编辑器模式下打开的Ui + SeedRandom random; + if (CurrConfig.RandomSeed != null) { - EditorPlayManager.IsPlay = false; - IsEditorMode = false; - //显示上一个Ui - if (_prevUi != null) + random = new SeedRandom(CurrConfig.RandomSeed.Value); + } + else + { + random = new SeedRandom(); + } + + var dungeonGenerator = new DungeonGenerator(CurrConfig, random); + var rule = new DefaultDungeonRule(dungeonGenerator); + if (!dungeonGenerator.Generate(rule)) //生成房间失败 + { + dungeonGenerator.EachRoom(DisposeRoomInfo); + UiManager.Hide_Loading(); + + if (IsEditorMode) //在编辑器模式下打开的Ui { - _prevUi.ShowUi(); + EditorPlayManager.IsPlay = false; + IsEditorMode = false; + //显示上一个Ui + if (_prevUi != null) + { + _prevUi.ShowUi(); + } + } + else //正常关闭Ui + { + UiManager.Open_Main(); + } + + if (i == maxCount - 1) + { + EditorWindowManager.ShowTips("错误", "生成房间尝试次数过多,生成地牢房间失败,请加大房间门连接区域,或者修改地牢生成规则!"); + yield break; + } + else + { + yield return 0; } } - else //正常关闭Ui + else //生成成功! { - UiManager.Open_Main(); + _dungeonGenerator = dungeonGenerator; + break; } - EditorWindowManager.ShowTips("错误", "生成房间尝试次数过多,生成地牢房间失败,请加大房间门连接区域,或者修改地牢生成规则!"); - yield break; } + yield return 0; //创建世界场景 - World = GameApplication.Instance.CreateNewWorld(random); + World = GameApplication.Instance.CreateNewWorld(_dungeonGenerator.Random); yield return 0; var group = GameApplication.Instance.RoomConfig[CurrConfig.GroupName]; var tileSetSplit = GameApplication.Instance.TileSetConfig[group.TileSet];