Connect room gaps using NavigationLink2D.
使用NavigationLink2D连接房间间隙。
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9401913779
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36e656cf46
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@ -241,7 +241,7 @@ public static class MapGenerator
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//If the room injection processor cannot be found, a print error occurs.
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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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//如果找不到房间注入处理器,那么打印错误。
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LogCat.LogErrorWithFormat("room_injection_processor_does_not_exist",
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LogCat.LogErrorWithFormat("room_injection_processor_does_not_exist",
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LogCat.LogLabel.Default, LogCat.UploadFormat,injectionProcessorData.Id);
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LogCat.LogLabel.Default, LogCat.UploadFormat, injectionProcessorData.Id);
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continue;
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continue;
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}
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}
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@ -278,7 +278,7 @@ public static class MapGenerator
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if (roomPlacementData == null)
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if (roomPlacementData == null)
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{
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{
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LogCat.LogWithFormat("failed_to_calculate_the_room_location", LogCat.LogLabel.Default,
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LogCat.LogWithFormat("failed_to_calculate_the_room_location", LogCat.LogLabel.Default,
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LogCat.UploadFormat,roomNodeData.Id);
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LogCat.UploadFormat, roomNodeData.Id);
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continue;
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continue;
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}
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}
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@ -317,25 +317,26 @@ public static class MapGenerator
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//The input parameters are incomplete.
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//The input parameters are incomplete.
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//输入参数不全。
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//输入参数不全。
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if (_roomPlacementStrategy == null || _mapRoot == null || string.IsNullOrEmpty(roomNodeDataId) ||
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if (_roomPlacementStrategy == null || _mapRoot == null || string.IsNullOrEmpty(roomNodeDataId) ||
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roomPlacementData.Room == null)
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roomPlacementData.NewRoom == null)
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{
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{
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return false;
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return false;
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}
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}
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if (dictionary.ContainsKey(roomNodeDataId))
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if (dictionary.ContainsKey(roomNodeDataId))
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{
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{
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LogCat.LogWithFormat("place_existing_rooms", LogCat.LogLabel.Default, LogCat.UploadFormat,roomNodeDataId);
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LogCat.LogWithFormat("place_existing_rooms", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId);
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return false;
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return false;
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}
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}
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if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
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if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
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{
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{
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LogCat.LogWarningWithFormat("room_placement_failed", LogCat.UploadFormat,LogCat.LogLabel.Default, roomNodeDataId);
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LogCat.LogWarningWithFormat("room_placement_failed", LogCat.UploadFormat, LogCat.LogLabel.Default,
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roomNodeDataId);
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return false;
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return false;
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}
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}
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dictionary.Add(roomNodeDataId, roomPlacementData.Room);
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dictionary.Add(roomNodeDataId, roomPlacementData.NewRoom);
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LogCat.LogWithFormat("room_placement_information", LogCat.LogLabel.Default, LogCat.UploadFormat,roomNodeDataId,
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LogCat.LogWithFormat("room_placement_information", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId,
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roomPlacementData.Position.ToString());
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roomPlacementData.Position.ToString());
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return true;
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return true;
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}
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}
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@ -14,18 +14,25 @@ public class RoomPlacementData
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/// <para>放置的位置</para>
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/// <para>放置的位置</para>
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/// </summary>
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/// </summary>
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public Vector2? Position { get; set; }
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public Vector2? Position { get; set; }
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/// <summary>
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/// <summary>
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/// <para>Place the room template</para>
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/// <para>Place the room template</para>
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/// <para>放置的房间模板</para>
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/// <para>放置的房间模板</para>
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/// </summary>
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/// </summary>
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public Room? Room { get; set; }
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public Room? NewRoom { get; set; }
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/// <summary>
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/// <para>Parent room</para>
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/// <para>父级房间</para>
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/// </summary>
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public Room? ParentRoom { get; set; }
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/// <summary>
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/// <summary>
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/// <para>Parent room slot</para>
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/// <para>Parent room slot</para>
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/// <para>父级房间的插槽</para>
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/// <para>父级房间的插槽</para>
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/// </summary>
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/// </summary>
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public RoomSlot? ParentRoomSlot { get; set; }
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public RoomSlot? ParentRoomSlot { get; set; }
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/// <summary>
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/// <summary>
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/// <para>A slot for the new room</para>
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/// <para>A slot for the new room</para>
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/// <para>新房间的插槽</para>
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/// <para>新房间的插槽</para>
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@ -16,8 +16,34 @@ public class RoomSlot
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/// </summary>
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/// </summary>
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public bool Matched { get; set; }
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public bool Matched { get; set; }
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/// <summary>
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/// <para>The starting position of the room slot</para>
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/// <para>房间插槽的开始位置</para>
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/// </summary>
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///<remarks>
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///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
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///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
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/// </remarks>
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public Vector2I StartPosition { get; set; }
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public Vector2I StartPosition { get; set; }
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/// <summary>
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/// <para>The midpoint of the slot</para>
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/// <para>插槽的中点位置</para>
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/// </summary>
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///<remarks>
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///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
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///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
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/// </remarks>
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public Vector2I MidpointPosition { get; set; }
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/// <summary>
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/// <para>The end position of the room slot</para>
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/// <para>房间插槽的结束位置</para>
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/// </summary>
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///<remarks>
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///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
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///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
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/// </remarks>
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public Vector2I EndPosition { get; set; }
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public Vector2I EndPosition { get; set; }
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/// <summary>
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/// <summary>
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@ -194,10 +194,12 @@ 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 midpointPosition = tileMap.LocalToMap(midpointOfRoomSlots);
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var roomSlot = new RoomSlot
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var roomSlot = new RoomSlot
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{
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{
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EndPosition = tileMapEndPosition,
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EndPosition = tileMapEndPosition,
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StartPosition = tileMapStartPosition,
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StartPosition = tileMapStartPosition,
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MidpointPosition = midpointPosition,
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//Calculate the orientation of the slot (the midpoint of the room is the origin, the vector pointing to the midpoint of the slot)
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//Calculate the orientation of the slot (the midpoint of the room is the origin, the vector pointing to the midpoint of the slot)
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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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//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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DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots)
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@ -98,19 +98,53 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
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public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
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{
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{
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if (roomPlacementData.Room == null || roomPlacementData.Position == null)
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if (roomPlacementData.NewRoom == null || roomPlacementData.Position == null)
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{
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{
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return Task.FromResult(false);
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return Task.FromResult(false);
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}
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}
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if (roomPlacementData.Room.RootNode == null)
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if (roomPlacementData.NewRoom.RootNode == null)
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{
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{
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return Task.FromResult(false);
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return Task.FromResult(false);
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}
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}
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var rootNode = roomPlacementData.Room.RootNode;
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var newRootRootNode = roomPlacementData.NewRoom.RootNode;
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mapRoot.AddChild(rootNode);
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mapRoot.AddChild(newRootRootNode);
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rootNode.Position = roomPlacementData.Position.Value;
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newRootRootNode.Position = roomPlacementData.Position.Value;
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//Place navigation Link
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//放置导航Link
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Vector2? navigationLink2DStartPosition = null;
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if (roomPlacementData is { ParentRoom: not null, ParentRoomSlot: not null })
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{
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var parentRoomTileMap = roomPlacementData.ParentRoom.TileMap;
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var parentRoomRootNode = roomPlacementData.ParentRoom.RootNode;
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if (parentRoomTileMap != null && parentRoomRootNode != null)
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{
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navigationLink2DStartPosition = parentRoomRootNode.Position +
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parentRoomTileMap.MapToLocal(roomPlacementData.ParentRoomSlot
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.EndPosition);
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}
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}
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Vector2? navigationLink2DEndPosition = null;
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if (roomPlacementData.NewRoomSlot != null)
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{
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var newRoomTileMap = roomPlacementData.NewRoom.TileMap;
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if (newRoomTileMap != null)
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{
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navigationLink2DEndPosition = newRootRootNode.Position +
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newRoomTileMap.MapToLocal(roomPlacementData.NewRoomSlot.EndPosition);
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}
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}
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if (navigationLink2DStartPosition != null && navigationLink2DEndPosition != null)
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{
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var navigationLink2D = new NavigationLink2D();
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navigationLink2D.StartPosition = navigationLink2DStartPosition.Value;
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navigationLink2D.EndPosition = navigationLink2DEndPosition.Value;
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mapRoot.AddChild(navigationLink2D);
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}
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return Task.FromResult(true);
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return Task.FromResult(true);
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}
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}
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@ -142,7 +176,7 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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//Saves all data in the room template that matches the parent room.
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//Saves all data in the room template that matches the parent room.
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//保存房间模板内所有与父房间匹配的数据。
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//保存房间模板内所有与父房间匹配的数据。
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var useableRoomPlacementData = new List<RoomPlacementData>();
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var usableRoomPlacementData = new List<RoomPlacementData>();
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foreach (var roomRes in roomResArray)
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foreach (var roomRes in roomResArray)
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{
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{
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var newRoom = RoomFactory.CreateRoom(roomRes, newRoomNodeData.EnterRoomEventHandlerId,
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var newRoom = RoomFactory.CreateRoom(roomRes, newRoomNodeData.EnterRoomEventHandlerId,
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@ -168,22 +202,23 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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if (position == null) continue;
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if (position == null) continue;
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var roomPlacementData = new RoomPlacementData
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var roomPlacementData = new RoomPlacementData
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{
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{
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Room = newRoom,
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NewRoom = newRoom,
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ParentRoom = parentRoomNode,
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Position = position,
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Position = position,
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ParentRoomSlot = mainRoomSlot,
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ParentRoomSlot = mainRoomSlot,
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NewRoomSlot = newRoomSlot
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NewRoomSlot = newRoomSlot
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};
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};
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useableRoomPlacementData.Add(roomPlacementData);
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usableRoomPlacementData.Add(roomPlacementData);
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}
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}
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if (useableRoomPlacementData.Count == 0)
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if (usableRoomPlacementData.Count == 0)
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{
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{
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return null;
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return null;
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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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var index = randomNumberGenerator.Randi() % useableRoomPlacementData.Count;
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var index = randomNumberGenerator.Randi() % usableRoomPlacementData.Count;
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var roomPlacementData = useableRoomPlacementData[(int)index];
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var roomPlacementData = usableRoomPlacementData[(int)index];
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//Be sure to mark its slot as a match when you use it.
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//Be sure to mark its slot as a match when you use it.
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//一定要在使用时,将其插槽标记为匹配。
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//一定要在使用时,将其插槽标记为匹配。
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if (roomPlacementData.ParentRoomSlot != null)
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if (roomPlacementData.ParentRoomSlot != null)
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@ -217,7 +252,7 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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var index = randomNumberGenerator.Randi() % roomResArray.Length;
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var index = randomNumberGenerator.Randi() % roomResArray.Length;
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var roomPlacementData = new RoomPlacementData
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var roomPlacementData = new RoomPlacementData
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{
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{
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Room = RoomFactory.CreateRoom(roomResArray[index], startRoomNodeData.EnterRoomEventHandlerId,
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NewRoom = RoomFactory.CreateRoom(roomResArray[index], startRoomNodeData.EnterRoomEventHandlerId,
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startRoomNodeData.ExitRoomEventHandlerId),
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startRoomNodeData.ExitRoomEventHandlerId),
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Position = Vector2.Zero
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Position = Vector2.Zero
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};
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};
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