Traveller/scripts/map/miniMap/MiniMap.cs

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using ColdMint.scripts.debug;
using ColdMint.scripts.map.dateBean;
using ColdMint.scripts.map.events;
using ColdMint.scripts.map.preview;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map.miniMap;
/// <summary>
/// <para>Mini Map</para>
/// <para>迷你地图</para>
/// </summary>
public partial class MiniMap : NinePatchRect
{
private Node2D? _roomPreviewContainer;
private Vector2 _miniMapMidpointCoordinate;
/// <summary>
/// <para>The midpoint coordinates of the mini map</para>
/// <para>迷你地图的中点坐标</para>
/// </summary>
public Vector2 MiniMapMidpointCoordinate => _miniMapMidpointCoordinate;
/// <summary>
/// <para>The master node of the map</para>
/// <para>地图的主人节点</para>
/// </summary>
public Node2D? OwnerNode { get; set; }
public override void _Ready()
{
_roomPreviewContainer = GetNode<Node2D>("RoomPreviewContainer");
_miniMapMidpointCoordinate = Size / 2;
EventBus.MapGenerationPlaceRoomFinishEvent += MapGenerationPlaceRoomFinishEvent;
}
/// <summary>
/// <para>After the map generator completes placing the room</para>
/// <para>地图生成器放置房间完成后</para>
/// </summary>
/// <param name="mapGenerationPlaceRoomFinishEvent"></param>
private void MapGenerationPlaceRoomFinishEvent(MapGenerationPlaceRoomFinishEvent mapGenerationPlaceRoomFinishEvent)
{
var roomPlacementData = mapGenerationPlaceRoomFinishEvent.RoomPlacementData;
if (roomPlacementData?.NewRoom == null || mapGenerationPlaceRoomFinishEvent.RoomNodeDataId == null)
{
return;
}
var tileMapLayer = roomPlacementData.NewRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
if (!CreateRoomPreview(tileMapLayer,
CalculateRelativePositionOnTheMinimap(tileMapLayer, roomPlacementData)))
{
LogCat.LogWithFormat("failed_to_create_room_preview", LogCat.LogLabel.Default, LogCat.UploadFormat,
mapGenerationPlaceRoomFinishEvent.RoomNodeDataId);
}
}
/// <summary>
/// <para>CalculateRelativePositionOnTheMinimap</para>
/// <para>计算在迷你地图上的相对位置</para>
/// </summary>
/// <returns>
///<para>Returns the position relative to the point in the minimap container</para>
///<para>返回相对对于迷你地图容器中点的位置</para>
/// </returns>
private Vector2? CalculateRelativePositionOnTheMinimap(TileMapLayer? groundTileMapLayer,
RoomPlacementData roomPlacementData)
{
if (groundTileMapLayer == null || roomPlacementData.Position == null)
{
return null;
}
return roomPlacementData.Position.Value / Config.CellSize * Config.RoomPreviewScale;
}
/// <summary>
/// <para>Create a room preview image.</para>
/// <para>创建房间预览图</para>
/// </summary>
/// <param name="groundTileMapLayer">
///<para>Layers that need to be drawn onto a minimap</para>
///<para>需要绘制到迷你地图上的图层</para>
/// </param>
/// <param name="position">
///<para>Relative to the position of the point in the minimap container</para>
///<para>相对于迷你地图容器中点的位置</para>
/// </param>
/// <returns></returns>
private bool CreateRoomPreview(TileMapLayer? groundTileMapLayer, Vector2? position)
{
if (GameSceneDepend.MiniMapContainerNode == null || position == null)
{
return false;
}
var image = RoomPreview.CreateImage(groundTileMapLayer);
if (image == null)
{
return false;
}
var sprite = new TextureRect();
sprite.Scale = new Vector2(Config.RoomPreviewScale, Config.RoomPreviewScale);
sprite.Texture = image;
if (GameSceneDepend.MiniMap != null)
{
sprite.Position = GameSceneDepend.MiniMap.MiniMapMidpointCoordinate + position.Value;
}
NodeUtils.CallDeferredAddChild(GameSceneDepend.MiniMapContainerNode, sprite);
return true;
}
public override void _Process(double delta)
{
if (_roomPreviewContainer == null)
{
return;
}
if (OwnerNode != null)
{
_roomPreviewContainer.Position = -OwnerNode.GlobalPosition / Config.CellSize * Config.RoomPreviewScale;
}
}
public override void _ExitTree()
{
EventBus.MapGenerationPlaceRoomFinishEvent -= MapGenerationPlaceRoomFinishEvent;
}
}