Traveller/scripts/map/room/Room.cs

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using System;
using System.Collections.Generic;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.dateBean;
using ColdMint.scripts.map.interfaces;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map.room;
/// <summary>
/// <para>Room</para>
/// <para>房间模板</para>
/// </summary>
/// <remarks>
///<para>The room template is like a jigsaw puzzle and participates in the map building process.</para>
///<para>房间模板就像一个拼图,参与到地图的构建过程中。</para>
/// </remarks>
public class Room : IRoom
{
private Node2D? _rootNode;
private RoomSlot?[]? _roomSlots;
private TileMap? _tileMap;
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public PackedScene? RoomScene
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{
get => default;
set => AnalyzeRoomData(value);
}
public TileMap? TileMap
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{
get => _tileMap;
set => _tileMap = value;
}
/// <summary>
/// <para>Analyze the data of the room</para>
/// <para>解析房间的数据</para>
/// </summary>
/// <param name="packedScene"></param>
private void AnalyzeRoomData(PackedScene? packedScene)
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{
var node = packedScene?.Instantiate();
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if (node is not Node2D node2D)
{
//房间节点不是Node2D类型抛出异常
LogCat.LogError("room_root_node_must_be_node2d");
return;
}
_rootNode = node2D;
_tileMap = node2D.GetNode<TileMap>("TileMap");
_roomSlots = GetRoomSlots(_tileMap, node2D.GetNode<Area2D>("RoomArea"),
node2D.GetNode<Node2D>("RoomSlotList"));
}
public Node2D? RootNode => _rootNode;
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public RoomSlot?[]? RoomSlots => _roomSlots;
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/// <summary>
/// <para>GetRoomSlots</para>
/// <para>在房间内获取所有插槽</para>
/// </summary>
/// <param name="tileMap"></param>
/// <param name="roomArea2D"></param>
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/// <param name="slotList"></param>
/// <returns></returns>
private RoomSlot?[]? GetRoomSlots(TileMap? tileMap, Area2D roomArea2D, Node2D slotList)
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{
if (tileMap == null)
{
return null;
}
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var slotCount = slotList.GetChildCount();
if (slotCount == 0)
{
return null;
}
//region 我们计算房间的中点
var roomAreaCollisionShape2D = roomArea2D.GetChild<CollisionShape2D>(0);
var roomAreaRect2 = roomAreaCollisionShape2D.Shape.GetRect();
var midpoint = roomAreaCollisionShape2D.Position + roomAreaRect2.Position + roomAreaRect2.Size / 2;
//endregion
var roomSlots = new List<RoomSlot>();
for (int i = 0; i < slotCount; i++)
{
//拿到了房间卡槽对象
var area2D = slotList.GetChild<Area2D>(i);
var collisionShape2D = area2D.GetChild<CollisionShape2D>(0);
var rect2 = collisionShape2D.Shape.GetRect();
//将碰撞体的尺寸四舍五入到瓦片尺寸例如碰撞体尺寸44转为瓦片尺寸为 44/32=1.375 四舍五入为1
var intSize = new Vector2I((int)Math.Round(rect2.Size.X / Config.CellSize),
(int)Math.Round(rect2.Size.Y / Config.CellSize));
if (intSize.X > 1 && intSize.Y > 1)
{
LogCat.LogError("width_or_height_of_room_slot_must_be_1");
continue;
}
//获取槽位的绝对位置
var startPosition = area2D.Position + collisionShape2D.Position + rect2.Position;
var endPosition = area2D.Position + collisionShape2D.Position + rect2.Position + rect2.Size;
var midpointOfRoomSlots = area2D.Position + collisionShape2D.Position + rect2.Position + rect2.Size / 2;
//转为瓦片地图的坐标(中点)
var tileMapStartPosition = tileMap.LocalToMap(startPosition);
var tileMapEndPosition = tileMap.LocalToMap(endPosition);
var roomSlot = new RoomSlot();
roomSlot.EndPosition = tileMapEndPosition;
roomSlot.StartPosition = tileMapStartPosition;
//计算槽位的方向(房间中点为原点,指向槽位中点的向量)
roomSlot.DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots);
roomSlots.Add(roomSlot);
}
return roomSlots.ToArray();
}
}