Traveller/scripts/loader/sceneLoader/GameSceneLoader.cs

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using System.Threading.Tasks;
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using ColdMint.scripts.inventory;
using ColdMint.scripts.map;
using ColdMint.scripts.map.LayoutParsingStrategy;
using ColdMint.scripts.map.layoutStrategy;
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using ColdMint.scripts.map.RoomPlacer;
using ColdMint.scripts.utils;
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using Godot;
namespace ColdMint.scripts.loader.sceneLoader;
public partial class GameSceneLoader : SceneLoaderTemplate
{
private Label? _seedLabel;
public override Task InitializeData()
{
//加载血条场景
var healthBarUi = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
GameSceneNodeHolder.HealthBarUi = healthBarUi;
//加载HotBar
var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
GameSceneNodeHolder.HotBar = hotBar;
//加载操作提示
var operationTip = GetNode<RichTextLabel>("CanvasLayer/Control/VBoxContainer/OperationTip");
GameSceneNodeHolder.OperationTipLabel = operationTip;
//加载武器容器
var weaponContainer = GetNode<Node2D>("WeaponContainer");
GameSceneNodeHolder.WeaponContainer = weaponContainer;
return Task.CompletedTask;
}
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public override async Task LoadScene()
{
var debugMode = Config.IsDebug();
var recreateMapButton = GetNodeOrNull<Button>("CanvasLayer/Control/RecreateMapButton");
if (recreateMapButton != null)
{
recreateMapButton.Visible = debugMode;
recreateMapButton.Pressed += () => { _ = GenerateMap(); };
}
_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
if (_seedLabel != null)
{
_seedLabel.Visible = Config.IsDebug();
}
MapGenerator.MapRoot = GetNode<Node>("MapRoot");
MapGenerator.LayoutStrategy = new TestLayoutStrategy();
MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
await GenerateMap();
}
/// <summary>
/// <para>Generate map</para>
/// <para>生成地图</para>
/// </summary>
private async Task GenerateMap()
{
//2757235769 房间边框重叠!
//4175259928 房间内容重叠!
//212782913 起始房间重叠!
MapGenerator.Seed = GuidUtils.GetGuid();
if (_seedLabel != null)
{
//If you have a seedLabel, then set the seed to it.
//如果有seedLabel那么将种子设置上去。
var seedInfo = TranslationServerUtils.TranslateWithFormat("seed_info", MapGenerator.Seed);
if (seedInfo == null)
{
_seedLabel.Text = $"Seed: {MapGenerator.Seed}";
}
else
{
_seedLabel.Text = seedInfo;
}
}
await MapGenerator.GenerateMap();
}
}