2024-05-07 09:38:50 +00:00
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using System.Threading.Tasks;
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2024-04-28 13:55:19 +00:00
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.map;
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2024-05-19 14:32:34 +00:00
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using ColdMint.scripts.map.LayoutParsingStrategy;
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using ColdMint.scripts.map.layoutStrategy;
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using ColdMint.scripts.map.RoomPlacer;
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using Godot;
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namespace ColdMint.scripts.loader.sceneLoader;
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public partial class GameSceneLoader : SceneLoaderTemplate
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{
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public override Task InitializeData()
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{
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//加载血条场景
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var healthBarUi = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
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GameSceneNodeHolder.HealthBarUi = healthBarUi;
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//加载HotBar
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var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
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GameSceneNodeHolder.HotBar = hotBar;
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//加载操作提示
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2024-05-09 13:07:14 +00:00
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var operationTip = GetNode<RichTextLabel>("CanvasLayer/Control/VBoxContainer/OperationTip");
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GameSceneNodeHolder.OperationTipLabel = operationTip;
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//加载武器容器
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var weaponContainer = GetNode<Node2D>("WeaponContainer");
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GameSceneNodeHolder.WeaponContainer = weaponContainer;
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return Task.CompletedTask;
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}
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2024-05-07 09:38:50 +00:00
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public override async Task LoadScene()
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{
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2024-05-20 14:38:41 +00:00
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MapGenerator.MapRoot = GetNode<Node>("MapRoot");
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2024-05-19 14:32:34 +00:00
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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2024-05-20 14:38:41 +00:00
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MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
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await MapGenerator.GenerateMap();
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}
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}
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