Algorithms for adjusting room placement.
调整房间放置的算法。
This commit is contained in:
parent
544c5303f3
commit
16a2a1d551
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@ -72,3 +72,6 @@ script = ExtResource("5_dis4v")
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[node name="DamageNumberContainer" type="Node2D" parent="."]
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[node name="DamageNumberContainer" type="Node2D" parent="."]
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[node name="WeaponContainer" type="Node2D" parent="."]
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[node name="WeaponContainer" type="Node2D" parent="."]
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[node name="Camera2D" type="Camera2D" parent="."]
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zoom = Vector2(0.5, 0.5)
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@ -34,7 +34,10 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
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MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
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MapGenerator.Seed = GuidUtils.GetGuid();
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//Test the seeds used
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//2531276826 Right-Down和Left-Down匹配成功
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//4208831693 Left-Down和Right-Up匹配成功
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MapGenerator.Seed = "2531276826";
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await MapGenerator.GenerateMap();
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await MapGenerator.GenerateMap();
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}
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}
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}
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}
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@ -1,34 +0,0 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.room;
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namespace ColdMint.scripts.map.interfaces;
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/// <summary>
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/// <para>IRoomSlotsMatcher</para>
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/// <para>房间插槽匹配器</para>
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/// </summary>
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public interface IRoomSlotsMatcher
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{
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/// <summary>
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/// <para>Whether the slots of the two rooms can be matched</para>
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/// <para>两个房间的插槽是否可匹配</para>
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/// </summary>
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/// <param name="mainRoom"></param>
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/// <param name="newRoom"></param>
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/// <returns></returns>
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Task<bool> IsMatch(Room? mainRoom, Room newRoom);
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/// <summary>
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/// <para>LastMatchedMainSlot</para>
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/// <para>最后匹配的主要插槽</para>
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/// </summary>
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RoomSlot? LastMatchedMainSlot { get; }
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/// <summary>
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/// <para>LastMatchedMinorSlot</para>
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/// <para>最后匹配的次要插槽</para>
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/// </summary>
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RoomSlot? LastMatchedMinorSlot { get; }
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}
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@ -85,7 +85,7 @@ public class Room
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var midpoint = roomAreaCollisionShape2D.Position + roomAreaRect2.Position + roomAreaRect2.Size / 2;
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var midpoint = roomAreaCollisionShape2D.Position + roomAreaRect2.Position + roomAreaRect2.Size / 2;
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//endregion
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//endregion
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var roomSlots = new List<RoomSlot>();
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var roomSlots = new List<RoomSlot>();
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for (int i = 0; i < slotCount; i++)
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for (var i = 0; i < slotCount; i++)
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{
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{
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//拿到了房间卡槽对象
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//拿到了房间卡槽对象
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var area2D = slotList.GetChild<Area2D>(i);
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var area2D = slotList.GetChild<Area2D>(i);
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@ -107,11 +107,13 @@ public class Room
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//转为瓦片地图的坐标(中点)
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//转为瓦片地图的坐标(中点)
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var tileMapStartPosition = tileMap.LocalToMap(startPosition);
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var tileMapStartPosition = tileMap.LocalToMap(startPosition);
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var tileMapEndPosition = tileMap.LocalToMap(endPosition);
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var tileMapEndPosition = tileMap.LocalToMap(endPosition);
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var roomSlot = new RoomSlot();
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var roomSlot = new RoomSlot
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roomSlot.EndPosition = tileMapEndPosition;
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{
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roomSlot.StartPosition = tileMapStartPosition;
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EndPosition = tileMapEndPosition,
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//计算槽位的方向(房间中点为原点,指向槽位中点的向量)
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StartPosition = tileMapStartPosition,
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roomSlot.DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots);
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//计算槽位的方向(房间中点为原点,指向槽位中点的向量)
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DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots)
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};
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roomSlots.Add(roomSlot);
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roomSlots.Add(roomSlot);
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}
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}
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@ -1,8 +1,10 @@
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.levelGraphEditor;
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using ColdMint.scripts.levelGraphEditor;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.utils;
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using Godot;
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using Godot;
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namespace ColdMint.scripts.map.RoomPlacer;
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namespace ColdMint.scripts.map.RoomPlacer;
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@ -50,8 +52,48 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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{
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{
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return Task.FromResult<RoomPlacementData?>(null);
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return Task.FromResult<RoomPlacementData?>(null);
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}
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}
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// var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
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//TODO:在这里实现房间的放置策略。
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var roomResArray = RoomFactory.RoomTemplateSetToRoomRes(newRoomNodeData.RoomTemplateSet);
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if (roomResArray.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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var roomSlots = parentRoomNode.RoomSlots;
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if (roomSlots == null || roomSlots.Length == 0)
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{
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return Task.FromResult<RoomPlacementData?>(null);
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}
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//Matches unmatched slots.
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//对未匹配的插槽进行匹配。
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foreach (var roomRes in roomResArray)
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{
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var newRoom = RoomFactory.CreateRoom(roomRes);
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if (newRoom == null)
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{
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continue;
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}
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//Create a room, try to use the room slot to match the existing room slot.
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//创建了一个房间,尝试使用房间的槽与现有的房间槽匹配。
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if (!IsMatch(parentRoomNode, newRoom, out var mainRoomSlot, out var newRoomSlot).Result) continue;
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if (mainRoomSlot == null || newRoomSlot == null)
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{
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continue;
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}
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var position = CalculatedPosition(parentRoomNode, newRoom, mainRoomSlot, newRoomSlot, true)
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.Result;
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if (position == null) continue;
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var roomPlacementData = new RoomPlacementData
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{
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Room = newRoom,
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Position = position
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};
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return Task.FromResult<RoomPlacementData?>(roomPlacementData);
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}
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return Task.FromResult<RoomPlacementData?>(null);
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return Task.FromResult<RoomPlacementData?>(null);
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}
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}
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@ -79,32 +121,152 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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}
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}
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/// <summary>
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/// <para>if it matches</para>
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/// <para>是否匹配</para>
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/// </summary>
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/// <param name="mainRoom"></param>
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/// <param name="newRoom"></param>
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/// <returns></returns>
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public Task<bool> IsMatch(Room? mainRoom, Room newRoom, out RoomSlot? outMainRoomSlot, out RoomSlot? outNewRoomSlot)
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{
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if (mainRoom == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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var roomSlots = mainRoom.RoomSlots;
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if (roomSlots == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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var newRoomSlots = newRoom.RoomSlots;
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if (newRoomSlots == null)
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{
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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foreach (var mainRoomSlot in roomSlots)
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{
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if (mainRoomSlot == null || mainRoomSlot.Matched)
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{
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//如果已经匹配过了,就不再匹配
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continue;
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}
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foreach (var newRoomSlot in newRoomSlots)
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{
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if (newRoomSlot == null)
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{
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continue;
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}
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if (newRoomSlot.Matched)
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{
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//如果已经匹配过了,就不再匹配
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continue;
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}
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if (mainRoomSlot.IsHorizontal != newRoomSlot.IsHorizontal)
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{
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continue;
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}
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if (mainRoomSlot.Length != newRoomSlot.Length)
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{
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continue;
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}
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var distanceToMidpointOfRoom = mainRoomSlot.DistanceToMidpointOfRoom;
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var newDistanceToMidpointOfRoom = newRoomSlot.DistanceToMidpointOfRoom;
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if (distanceToMidpointOfRoom == null || newDistanceToMidpointOfRoom == null)
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{
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continue;
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}
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if (distanceToMidpointOfRoom[0] == newDistanceToMidpointOfRoom[0] &&
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distanceToMidpointOfRoom[1] == newDistanceToMidpointOfRoom[1])
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{
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continue;
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}
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LogCat.Log(distanceToMidpointOfRoom[0] + "-" + distanceToMidpointOfRoom[1] + "和" +
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newDistanceToMidpointOfRoom[0] + "-" + newDistanceToMidpointOfRoom[1] + "匹配成功");
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mainRoomSlot.Matched = true;
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newRoomSlot.Matched = true;
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outMainRoomSlot = mainRoomSlot;
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outNewRoomSlot = newRoomSlot;
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return Task.FromResult(true);
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}
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}
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outNewRoomSlot = null;
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outMainRoomSlot = null;
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return Task.FromResult(false);
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}
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private Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
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private Task<Vector2?> CalculatedPosition(Room mainRoom, Room newRoom, RoomSlot? mainRoomSlot,
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RoomSlot? newRoomSlot, bool roomSlotOverlap)
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RoomSlot? newRoomSlot, bool roomSlotOverlap)
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{
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{
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if (mainRoom.RootNode == null || mainRoom.TileMap == null || newRoom.TileMap == null || mainRoomSlot == null ||
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if (mainRoom.RootNode == null || newRoom.RootNode == null || newRoom.TileMap == null ||
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mainRoom.TileMap == null ||
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newRoom.TileMap == null || mainRoomSlot == null ||
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newRoomSlot == null)
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newRoomSlot == null)
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{
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{
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return Task.FromResult<Vector2?>(null);
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return Task.FromResult<Vector2?>(null);
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}
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}
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//计算主插槽中点在世界中的位置。
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//Main room slot location description
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//mainRoom.RootNode.Position意为房间所在的世界位置
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//主房间槽位置描述
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//mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition)意为主插槽在房间中的位置
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var mainOrientationDescribe = mainRoomSlot.DistanceToMidpointOfRoom;
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var result = mainRoom.RootNode.Position + mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
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//New room slot location description
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if (roomSlotOverlap)
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//新房间槽位置描述
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var newOrientationDescribe = newRoomSlot.DistanceToMidpointOfRoom;
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if (mainOrientationDescribe == null || newOrientationDescribe == null)
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{
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{
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//执行减法,从槽中点偏移到左上角
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//If the room slot is described as null, null is returned
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result -= _halfCell;
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//若房间槽描述为null,那么返回null
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return Task.FromResult<Vector2?>(null);
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}
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Vector2 result;
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if (mainOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Left &&
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newOrientationDescribe[0] == CoordinateUtils.OrientationDescribe.Right)
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{
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//Move left to new room.
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//左移新房间。
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var mainSlotPosition = mainRoom.RootNode.Position + mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
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var newSlotPosition = newRoom.RootNode.Position + newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
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result = mainSlotPosition +
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newRoom.TileMap.Position - newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
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//Modified y height
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//修正y高度
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result.Y -= newSlotPosition.Y - mainSlotPosition.Y;
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//If the room slots don't overlap
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//如果房间槽不能重叠
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if (!roomSlotOverlap)
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{
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result.X -= Config.CellSize;
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}
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}
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}
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else
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else
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{
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{
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//执行减法,从槽中点偏移到右下角
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var mainSlotPosition = mainRoom.RootNode.Position + mainRoom.TileMap.MapToLocal(mainRoomSlot.StartPosition);
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result += _halfCell;
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var newSlotPosition = newRoom.RootNode.Position + newRoom.TileMap.MapToLocal(newRoomSlot.StartPosition);
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result = mainSlotPosition;
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// result.Y += newSlotPosition.Y - mainSlotPosition.Y;
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}
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}
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//我们不能将新房间的原点设置在主房间槽的左上角或右下角,这会导致插槽不对应。
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//竖直槽,我们需要在同一水平上。
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//We need to be on the same level.
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//我们需要在同一水平上。
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if (mainRoomSlot.IsHorizontal)
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if (mainRoomSlot.IsHorizontal)
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{
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{
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result += newRoom.TileMap.MapToLocal(new Vector2I(newRoomSlot.EndPosition.X, 0)) - _halfCell;
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result += newRoom.TileMap.MapToLocal(new Vector2I(newRoomSlot.EndPosition.X, 0)) - _halfCell;
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@ -1,89 +0,0 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.map.dateBean;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.room;
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namespace ColdMint.scripts.map.slotsMatcher;
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public class RoomSlotsMatcher : IRoomSlotsMatcher
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{
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private RoomSlot? _lastMatchedMainSlot;
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private RoomSlot? _lastMatchedMinorSlot;
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public Task<bool> IsMatch(Room? mainRoom, Room newRoom)
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{
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if (mainRoom == null)
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{
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return Task.FromResult(false);
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}
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var roomSlots = mainRoom.RoomSlots;
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if (roomSlots == null)
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{
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return Task.FromResult(false);
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}
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var newRoomSlots = newRoom.RoomSlots;
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if (newRoomSlots == null)
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{
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return Task.FromResult(false);
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}
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foreach (var mainRoomSlot in roomSlots)
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{
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if (mainRoomSlot == null || mainRoomSlot.Matched)
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{
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//如果已经匹配过了,就不再匹配
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continue;
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}
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foreach (var newRoomSlot in newRoomSlots)
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{
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if (newRoomSlot == null)
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{
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continue;
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}
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if (newRoomSlot.Matched)
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{
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//如果已经匹配过了,就不再匹配
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continue;
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}
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||||||
|
|
||||||
if (mainRoomSlot.IsHorizontal != newRoomSlot.IsHorizontal)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (mainRoomSlot.Length != newRoomSlot.Length)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
var distanceToMidpointOfRoom = mainRoomSlot.DistanceToMidpointOfRoom;
|
|
||||||
var newDistanceToMidpointOfRoom = newRoomSlot.DistanceToMidpointOfRoom;
|
|
||||||
if (distanceToMidpointOfRoom == null || newDistanceToMidpointOfRoom == null)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (distanceToMidpointOfRoom[0] == newDistanceToMidpointOfRoom[0] &&
|
|
||||||
distanceToMidpointOfRoom[1] == newDistanceToMidpointOfRoom[1])
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
mainRoomSlot.Matched = true;
|
|
||||||
newRoomSlot.Matched = true;
|
|
||||||
_lastMatchedMainSlot = mainRoomSlot;
|
|
||||||
_lastMatchedMinorSlot = newRoomSlot;
|
|
||||||
return Task.FromResult(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return Task.FromResult(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
public RoomSlot? LastMatchedMainSlot => _lastMatchedMainSlot;
|
|
||||||
public RoomSlot? LastMatchedMinorSlot => _lastMatchedMinorSlot;
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user