2024-06-05 13:38:45 +00:00
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using System.Collections.Generic;
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2024-05-19 12:29:32 +00:00
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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2024-05-30 14:49:54 +00:00
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using ColdMint.scripts.levelGraphEditor;
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2024-05-21 14:50:33 +00:00
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.events;
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using ColdMint.scripts.map.interfaces;
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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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2024-08-27 15:06:33 +00:00
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using ColdMint.scripts.map.preview;
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2024-05-20 14:38:41 +00:00
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.serialization;
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using ColdMint.scripts.utils;
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using Godot;
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2024-04-28 13:55:19 +00:00
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namespace ColdMint.scripts.map;
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2024-05-18 15:35:12 +00:00
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/// <summary>
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/// <para>Map generator</para>
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/// <para>地图生成器</para>
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/// </summary>
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/// <remarks>
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///<para>Responsible for the overall map generation process control</para>
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///<para>负责地图的整体生成流程控制</para>
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/// </remarks>
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public static class MapGenerator
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{
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/// <summary>
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2024-05-18 15:35:12 +00:00
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/// <para>Layout map selection strategy</para>
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/// <para>布局图选择策略</para>
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/// </summary>
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private static ILayoutStrategy? _layoutStrategy;
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2024-05-26 03:10:21 +00:00
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private static bool _running;
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2024-05-20 14:38:41 +00:00
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/// <summary>
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/// <para>Map root node</para>
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/// <para>地图根节点</para>
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/// </summary>
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private static Node? _mapRoot;
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2024-05-19 12:29:32 +00:00
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/// <summary>
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/// <para>Room placement strategy</para>
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/// <para>房间的放置策略</para>
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/// </summary>
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private static IRoomPlacementStrategy? _roomPlacementStrategy;
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2024-05-21 14:50:33 +00:00
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private static ulong _seed;
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2024-05-28 14:14:35 +00:00
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private static Dictionary<string, IRoomInjectionProcessor>? _roomInjectionProcessorsDictionary;
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/// <summary>
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/// <para>Register the room injection processor</para>
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/// <para>注册房间注入处理器</para>
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/// </summary>
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/// <param name="roomInjectionProcessor"></param>
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/// <returns></returns>
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public static bool RegisterRoomInjectionProcessor(IRoomInjectionProcessor roomInjectionProcessor)
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{
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var key = roomInjectionProcessor.GetId();
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if (_roomInjectionProcessorsDictionary == null)
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{
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_roomInjectionProcessorsDictionary = new Dictionary<string, IRoomInjectionProcessor>
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{ { key, roomInjectionProcessor } };
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return true;
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}
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return _roomInjectionProcessorsDictionary.TryAdd(key, roomInjectionProcessor);
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}
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2024-05-28 14:14:35 +00:00
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/// <summary>
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/// <para>Log out of the room injection processor</para>
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/// <para>注销房间注入处理器</para>
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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public static bool UnRegisterRoomInjectionProcessor(string id)
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{
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if (_roomInjectionProcessorsDictionary == null)
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{
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return false;
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}
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2024-05-28 14:14:35 +00:00
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return _roomInjectionProcessorsDictionary.Remove(id);
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}
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2024-05-21 14:50:33 +00:00
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/// <summary>
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/// <para>Set seed</para>
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/// <para>设置种子</para>
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/// </summary>
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public static string Seed
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{
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get => _seed.ToString();
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//If the player inputs integers, we seed them directly with the input values. If it is not an integer, the hash value is taken.
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//如果玩家输入的是整数,那么我们直接用输入值作为种子。如果不是整数,则取哈希值。
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set => _seed = ulong.TryParse(value, out var result) ? result : HashCodeUtils.GetFixedHashCode(value);
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}
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/// <summary>
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/// <para>Layout diagram parsing policy</para>
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/// <para>布局图解析策略</para>
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/// </summary>
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private static ILayoutParsingStrategy? _layoutParsingStrategy;
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2024-05-20 14:38:41 +00:00
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public static Node? MapRoot
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{
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get => _mapRoot;
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set => _mapRoot = value;
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}
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public static ILayoutParsingStrategy? LayoutParsingStrategy
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{
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get => _layoutParsingStrategy;
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set => _layoutParsingStrategy = value;
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}
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public static IRoomPlacementStrategy? RoomPlacementStrategy
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{
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get => _roomPlacementStrategy;
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set => _roomPlacementStrategy = value;
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}
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public static ILayoutStrategy? LayoutStrategy
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{
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get => _layoutStrategy;
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set => _layoutStrategy = value;
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}
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2024-04-28 13:55:19 +00:00
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2024-05-08 10:22:04 +00:00
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/// <summary>
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2024-05-18 15:35:12 +00:00
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/// <para>Generating a map</para>
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/// <para>生成地图</para>
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/// </summary>
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public static async Task GenerateMap()
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{
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if (_running)
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{
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LogCat.LogWarning("map_generator_is_running");
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return;
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}
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_running = true;
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2024-06-03 14:58:59 +00:00
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EventManager.MapGenerationStartEvent?.Invoke(new MapGenerationStartEvent());
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2024-05-20 14:38:41 +00:00
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if (_layoutStrategy == null || _roomPlacementStrategy == null || _layoutParsingStrategy == null ||
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_mapRoot == null)
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{
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2024-05-19 12:29:32 +00:00
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LogCat.LogError("map_generator_missing_parameters");
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2024-05-26 03:10:21 +00:00
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_running = false;
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return;
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2024-05-08 10:22:04 +00:00
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}
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2024-09-01 15:24:35 +00:00
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if (GameSceneDepend.MiniMapContainerNode != null)
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{
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NodeUtils.DeleteAllChild(GameSceneDepend.MiniMapContainerNode);
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}
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if (GameSceneDepend.AiCharacterContainer != null)
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{
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NodeUtils.DeleteAllChild(GameSceneDepend.AiCharacterContainer);
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2024-06-03 14:58:59 +00:00
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}
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2024-05-23 13:58:49 +00:00
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NodeUtils.DeleteAllChild(_mapRoot);
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2024-05-25 16:02:00 +00:00
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if (!await _roomPlacementStrategy.StartGeneration(_mapRoot))
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{
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2024-05-26 03:10:21 +00:00
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LogCat.LogError("room_placement_strategy_terminates_map_generation");
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_running = false;
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2024-05-25 16:02:00 +00:00
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return;
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}
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2024-05-18 15:35:12 +00:00
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//Get the layout data
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//拿到布局图数据
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var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
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2024-05-19 14:32:34 +00:00
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if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
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levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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{
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LogCat.LogError("map_generator_attempts_to_parse_empty_layout_diagrams");
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2024-05-26 03:10:21 +00:00
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_running = false;
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2024-05-18 15:35:12 +00:00
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return;
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2024-05-08 10:22:04 +00:00
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}
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2024-05-19 12:29:32 +00:00
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_layoutParsingStrategy.SetLevelGraph(levelGraphEditorSaveData);
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//Save the dictionary, put the ID in the room data, corresponding to the successful placement of the room.
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//保存字典,将房间数据内的ID,对应放置成功的房间。
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2024-05-20 14:38:41 +00:00
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var roomDictionary = new Dictionary<string, Room>();
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2024-05-21 14:50:33 +00:00
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var randomNumberGenerator = new RandomNumberGenerator();
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randomNumberGenerator.Seed = _seed;
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var startRoomNodeData = await _layoutParsingStrategy.GetStartRoomNodeData();
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if (startRoomNodeData == null || string.IsNullOrEmpty(startRoomNodeData.Id))
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{
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LogCat.LogError("map_generator_has_no_starting_room_data");
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2024-05-26 03:10:21 +00:00
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_running = false;
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2024-05-21 14:50:33 +00:00
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return;
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}
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var startingRoomPlacementData =
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await _roomPlacementStrategy.CalculatePlacementDataForStartingRoom(randomNumberGenerator,
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startRoomNodeData);
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if (startingRoomPlacementData == null)
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{
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2024-05-26 03:10:21 +00:00
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LogCat.LogError("start_room_placement_information_returns_empty");
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_running = false;
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2024-05-21 14:50:33 +00:00
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return;
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}
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var placeSuccess = await PlaceRoomAndAddRecord(startRoomNodeData.Id, startingRoomPlacementData, roomDictionary);
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if (!placeSuccess)
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{
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2024-05-26 03:10:21 +00:00
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LogCat.LogError("start_room_placement_failed");
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_running = false;
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2024-05-21 14:50:33 +00:00
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return;
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}
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2024-05-19 12:29:32 +00:00
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while (await _layoutParsingStrategy.HasNext())
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2024-05-18 15:35:12 +00:00
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{
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2024-05-19 12:29:32 +00:00
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//When a new room needs to be placed
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//当有新的房间需要放置时
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var roomNodeData = await _layoutParsingStrategy.Next();
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2024-05-21 14:50:33 +00:00
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if (roomNodeData == null || string.IsNullOrEmpty(roomNodeData.Id))
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2024-05-19 12:29:32 +00:00
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{
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2024-05-26 03:10:21 +00:00
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LogCat.LogWarning("room_data_missing");
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2024-05-19 12:29:32 +00:00
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continue;
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}
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2024-05-30 14:49:54 +00:00
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var roomInjectionProcessorData = roomNodeData.RoomInjectionProcessorData;
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//Whether room can be placed
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//是否可放置房间
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var canBePlaced = true;
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if (_roomInjectionProcessorsDictionary != null && !string.IsNullOrEmpty(roomInjectionProcessorData))
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{
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var roomInjectionProcessorDataArray =
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2024-06-16 14:44:50 +00:00
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YamlSerialization.Deserialize<RoomInjectionProcessorData[]>(roomInjectionProcessorData);
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2024-07-25 12:32:59 +00:00
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if (roomInjectionProcessorDataArray is { Length: > 0 })
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2024-05-30 14:49:54 +00:00
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{
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foreach (var injectionProcessorData in roomInjectionProcessorDataArray)
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{
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2024-06-03 14:58:59 +00:00
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if (string.IsNullOrEmpty(injectionProcessorData.Id) ||
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string.IsNullOrEmpty(injectionProcessorData.Config))
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2024-05-30 14:49:54 +00:00
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{
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//The data is incomplete, and the injectionProcessorData is ignored.
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//数据不全,忽略injectionProcessorData。
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continue;
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}
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2024-06-03 14:58:59 +00:00
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2024-05-30 14:49:54 +00:00
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if (!_roomInjectionProcessorsDictionary.TryGetValue(injectionProcessorData.Id,
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out var roomInjectionProcessor))
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{
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//If the room injection processor cannot be found, a print error occurs.
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//如果找不到房间注入处理器,那么打印错误。
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2024-06-03 14:58:59 +00:00
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LogCat.LogErrorWithFormat("room_injection_processor_does_not_exist",
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2024-07-19 14:25:55 +00:00
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LogCat.LogLabel.Default, LogCat.UploadFormat, injectionProcessorData.Id);
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2024-05-30 14:49:54 +00:00
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continue;
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}
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if (await roomInjectionProcessor.CanBePlaced(randomNumberGenerator,
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injectionProcessorData.Config)) continue;
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//If the room cannot be placed, then out of the loop.
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//如果此房间不能被放置,那么跳出循环。
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canBePlaced = false;
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break;
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}
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}
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}
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2024-06-03 14:58:59 +00:00
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2024-05-30 14:49:54 +00:00
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if (!canBePlaced)
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{
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continue;
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}
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2024-06-03 14:58:59 +00:00
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2024-05-19 12:29:32 +00:00
|
|
|
|
var nextParentNodeId = await _layoutParsingStrategy.GetNextParentNodeId();
|
2024-05-20 14:38:41 +00:00
|
|
|
|
Room? parentRoomNode = null;
|
2024-05-19 12:29:32 +00:00
|
|
|
|
if (nextParentNodeId != null)
|
|
|
|
|
{
|
|
|
|
|
//If the new room has the parent's ID, then we pass the parent's room into the compute function.
|
|
|
|
|
//如果新房间有父节点的ID,那么我们将父节点的房间传入到计算函数内。
|
2024-05-20 14:38:41 +00:00
|
|
|
|
if (roomDictionary.TryGetValue(nextParentNodeId, out var value))
|
|
|
|
|
{
|
|
|
|
|
parentRoomNode = value;
|
|
|
|
|
}
|
2024-05-19 12:29:32 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var roomPlacementData =
|
2024-05-21 14:50:33 +00:00
|
|
|
|
await _roomPlacementStrategy.CalculateNewRoomPlacementData(randomNumberGenerator, parentRoomNode,
|
|
|
|
|
roomNodeData);
|
2024-05-19 12:29:32 +00:00
|
|
|
|
if (roomPlacementData == null)
|
|
|
|
|
{
|
2024-07-02 15:16:04 +00:00
|
|
|
|
LogCat.LogWithFormat("failed_to_calculate_the_room_location", LogCat.LogLabel.Default,
|
2024-07-19 14:25:55 +00:00
|
|
|
|
LogCat.UploadFormat, roomNodeData.Id);
|
2024-05-19 12:29:32 +00:00
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
2024-05-21 14:50:33 +00:00
|
|
|
|
await PlaceRoomAndAddRecord(roomNodeData.Id, roomPlacementData, roomDictionary);
|
2024-05-18 15:35:12 +00:00
|
|
|
|
}
|
2024-05-26 03:10:21 +00:00
|
|
|
|
|
2024-05-19 12:29:32 +00:00
|
|
|
|
//All rooms have been placed.
|
|
|
|
|
//所有房间已放置完毕。
|
2024-05-25 16:02:00 +00:00
|
|
|
|
await _roomPlacementStrategy.GeneratedComplete(_mapRoot);
|
2024-05-26 03:10:21 +00:00
|
|
|
|
_running = false;
|
2024-05-28 14:14:35 +00:00
|
|
|
|
//Invoke the map generation completion event
|
|
|
|
|
//调用地图生成完成事件
|
|
|
|
|
var eventObj = new MapGenerationCompleteEvent
|
|
|
|
|
{
|
|
|
|
|
RandomNumberGenerator = randomNumberGenerator
|
|
|
|
|
};
|
2024-06-03 14:58:59 +00:00
|
|
|
|
EventManager.MapGenerationCompleteEvent?.Invoke(eventObj);
|
|
|
|
|
var aiCharacterGenerateEvent = new AiCharacterGenerateEvent
|
|
|
|
|
{
|
|
|
|
|
Tag = AiCharacterGenerateEvent.TagMapGenerationComplete
|
|
|
|
|
};
|
|
|
|
|
EventManager.AiCharacterGenerateEvent?.Invoke(aiCharacterGenerateEvent);
|
2024-05-08 10:22:04 +00:00
|
|
|
|
}
|
2024-05-21 14:50:33 +00:00
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// <para>Place rooms and add mappings</para>
|
|
|
|
|
/// <para>放置房间,并增加映射</para>
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="roomNodeDataId"></param>
|
|
|
|
|
/// <param name="roomPlacementData"></param>
|
|
|
|
|
/// <param name="dictionary"></param>
|
|
|
|
|
/// <returns></returns>
|
|
|
|
|
private static async Task<bool> PlaceRoomAndAddRecord(string roomNodeDataId,
|
|
|
|
|
RoomPlacementData roomPlacementData, Dictionary<string, Room> dictionary)
|
|
|
|
|
{
|
|
|
|
|
//The input parameters are incomplete.
|
|
|
|
|
//输入参数不全。
|
|
|
|
|
if (_roomPlacementStrategy == null || _mapRoot == null || string.IsNullOrEmpty(roomNodeDataId) ||
|
2024-07-19 14:25:55 +00:00
|
|
|
|
roomPlacementData.NewRoom == null)
|
2024-05-21 14:50:33 +00:00
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (dictionary.ContainsKey(roomNodeDataId))
|
|
|
|
|
{
|
2024-07-19 14:25:55 +00:00
|
|
|
|
LogCat.LogWithFormat("place_existing_rooms", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId);
|
2024-05-21 14:50:33 +00:00
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
|
|
|
|
|
{
|
2024-07-24 15:29:22 +00:00
|
|
|
|
LogCat.LogWarningWithFormat("room_placement_failed", LogCat.LogLabel.Default, LogCat.UploadFormat,
|
2024-07-19 14:25:55 +00:00
|
|
|
|
roomNodeDataId);
|
2024-05-21 14:50:33 +00:00
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2024-09-05 03:50:05 +00:00
|
|
|
|
var tileMapLayer = roomPlacementData.NewRoom.GetTileMapLayer(Config.TileMapLayerName.Ground);
|
|
|
|
|
if (!CreateRoomPreview(tileMapLayer,
|
|
|
|
|
CalculateRelativePositionOnTheMinimap(tileMapLayer, roomPlacementData)))
|
2024-08-27 15:06:33 +00:00
|
|
|
|
{
|
2024-09-05 03:50:05 +00:00
|
|
|
|
LogCat.LogWithFormat("failed_to_create_room_preview", LogCat.LogLabel.Default, LogCat.UploadFormat,
|
|
|
|
|
roomNodeDataId);
|
2024-09-01 15:24:35 +00:00
|
|
|
|
return false;
|
2024-08-27 15:06:33 +00:00
|
|
|
|
}
|
|
|
|
|
|
2024-09-01 15:24:35 +00:00
|
|
|
|
//Rooms are added to the dictionary only after the preview is created.
|
|
|
|
|
//创建预览图后才将房间添加到字典。
|
|
|
|
|
dictionary.Add(roomNodeDataId, roomPlacementData.NewRoom);
|
|
|
|
|
LogCat.LogWithFormat("room_placement_information", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId,
|
|
|
|
|
roomPlacementData.Position.ToString());
|
2024-05-21 14:50:33 +00:00
|
|
|
|
return true;
|
|
|
|
|
}
|
2024-09-05 03:50:05 +00:00
|
|
|
|
|
|
|
|
|
/// <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 static 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 static bool CreateRoomPreview(TileMapLayer? groundTileMapLayer, Vector2? position)
|
|
|
|
|
{
|
|
|
|
|
if (GameSceneDepend.MiniMapContainerNode == null || position == null)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var image = RoomPreview.CreateImage(groundTileMapLayer);
|
|
|
|
|
if (image == null)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2024-09-05 04:34:41 +00:00
|
|
|
|
var sprite = new TextureRect();
|
2024-09-05 03:50:05 +00:00
|
|
|
|
sprite.Scale = new Vector2(Config.RoomPreviewScale, Config.RoomPreviewScale);
|
|
|
|
|
sprite.Texture = image;
|
2024-09-06 14:56:36 +00:00
|
|
|
|
if (GameSceneDepend.MiniMap != null)
|
|
|
|
|
{
|
|
|
|
|
sprite.Position = GameSceneDepend.MiniMap.MiniMapMidpointCoordinate + position.Value;
|
|
|
|
|
}
|
|
|
|
|
|
2024-09-05 03:50:05 +00:00
|
|
|
|
NodeUtils.CallDeferredAddChild(GameSceneDepend.MiniMapContainerNode, sprite);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2024-05-08 10:22:04 +00:00
|
|
|
|
}
|