Connect room gaps using NavigationLink2D.
使用NavigationLink2D连接房间间隙。
This commit is contained in:
parent
9401913779
commit
36e656cf46
|
@ -317,7 +317,7 @@ public static class MapGenerator
|
|||
//The input parameters are incomplete.
|
||||
//输入参数不全。
|
||||
if (_roomPlacementStrategy == null || _mapRoot == null || string.IsNullOrEmpty(roomNodeDataId) ||
|
||||
roomPlacementData.Room == null)
|
||||
roomPlacementData.NewRoom == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -330,11 +330,12 @@ public static class MapGenerator
|
|||
|
||||
if (!await _roomPlacementStrategy.PlaceRoom(_mapRoot, roomPlacementData))
|
||||
{
|
||||
LogCat.LogWarningWithFormat("room_placement_failed", LogCat.UploadFormat,LogCat.LogLabel.Default, roomNodeDataId);
|
||||
LogCat.LogWarningWithFormat("room_placement_failed", LogCat.UploadFormat, LogCat.LogLabel.Default,
|
||||
roomNodeDataId);
|
||||
return false;
|
||||
}
|
||||
|
||||
dictionary.Add(roomNodeDataId, roomPlacementData.Room);
|
||||
dictionary.Add(roomNodeDataId, roomPlacementData.NewRoom);
|
||||
LogCat.LogWithFormat("room_placement_information", LogCat.LogLabel.Default, LogCat.UploadFormat, roomNodeDataId,
|
||||
roomPlacementData.Position.ToString());
|
||||
return true;
|
||||
|
|
|
@ -14,11 +14,18 @@ public class RoomPlacementData
|
|||
/// <para>放置的位置</para>
|
||||
/// </summary>
|
||||
public Vector2? Position { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>Place the room template</para>
|
||||
/// <para>放置的房间模板</para>
|
||||
/// </summary>
|
||||
public Room? Room { get; set; }
|
||||
public Room? NewRoom { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>Parent room</para>
|
||||
/// <para>父级房间</para>
|
||||
/// </summary>
|
||||
public Room? ParentRoom { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>Parent room slot</para>
|
||||
|
|
|
@ -16,8 +16,34 @@ public class RoomSlot
|
|||
/// </summary>
|
||||
public bool Matched { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>The starting position of the room slot</para>
|
||||
/// <para>房间插槽的开始位置</para>
|
||||
/// </summary>
|
||||
///<remarks>
|
||||
///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
|
||||
///<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>
|
||||
/// </remarks>
|
||||
public Vector2I StartPosition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>The midpoint of the slot</para>
|
||||
/// <para>插槽的中点位置</para>
|
||||
/// </summary>
|
||||
///<remarks>
|
||||
///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
|
||||
///<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>
|
||||
/// </remarks>
|
||||
public Vector2I MidpointPosition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// <para>The end position of the room slot</para>
|
||||
/// <para>房间插槽的结束位置</para>
|
||||
/// </summary>
|
||||
///<remarks>
|
||||
///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
|
||||
///<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>
|
||||
/// </remarks>
|
||||
public Vector2I EndPosition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -194,10 +194,12 @@ public class Room
|
|||
//转为瓦片地图的坐标(中点)
|
||||
var tileMapStartPosition = tileMap.LocalToMap(startPosition);
|
||||
var tileMapEndPosition = tileMap.LocalToMap(endPosition);
|
||||
var midpointPosition = tileMap.LocalToMap(midpointOfRoomSlots);
|
||||
var roomSlot = new RoomSlot
|
||||
{
|
||||
EndPosition = tileMapEndPosition,
|
||||
StartPosition = tileMapStartPosition,
|
||||
MidpointPosition = midpointPosition,
|
||||
//Calculate the orientation of the slot (the midpoint of the room is the origin, the vector pointing to the midpoint of the slot)
|
||||
//计算槽位的方向(房间中点为原点,指向槽位中点的向量)
|
||||
DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots)
|
||||
|
|
|
@ -98,19 +98,53 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
|
|||
|
||||
public Task<bool> PlaceRoom(Node mapRoot, RoomPlacementData roomPlacementData)
|
||||
{
|
||||
if (roomPlacementData.Room == null || roomPlacementData.Position == null)
|
||||
if (roomPlacementData.NewRoom == null || roomPlacementData.Position == null)
|
||||
{
|
||||
return Task.FromResult(false);
|
||||
}
|
||||
|
||||
if (roomPlacementData.Room.RootNode == null)
|
||||
if (roomPlacementData.NewRoom.RootNode == null)
|
||||
{
|
||||
return Task.FromResult(false);
|
||||
}
|
||||
|
||||
var rootNode = roomPlacementData.Room.RootNode;
|
||||
mapRoot.AddChild(rootNode);
|
||||
rootNode.Position = roomPlacementData.Position.Value;
|
||||
var newRootRootNode = roomPlacementData.NewRoom.RootNode;
|
||||
mapRoot.AddChild(newRootRootNode);
|
||||
newRootRootNode.Position = roomPlacementData.Position.Value;
|
||||
//Place navigation Link
|
||||
//放置导航Link
|
||||
Vector2? navigationLink2DStartPosition = null;
|
||||
if (roomPlacementData is { ParentRoom: not null, ParentRoomSlot: not null })
|
||||
{
|
||||
var parentRoomTileMap = roomPlacementData.ParentRoom.TileMap;
|
||||
var parentRoomRootNode = roomPlacementData.ParentRoom.RootNode;
|
||||
if (parentRoomTileMap != null && parentRoomRootNode != null)
|
||||
{
|
||||
navigationLink2DStartPosition = parentRoomRootNode.Position +
|
||||
parentRoomTileMap.MapToLocal(roomPlacementData.ParentRoomSlot
|
||||
.EndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
Vector2? navigationLink2DEndPosition = null;
|
||||
if (roomPlacementData.NewRoomSlot != null)
|
||||
{
|
||||
var newRoomTileMap = roomPlacementData.NewRoom.TileMap;
|
||||
if (newRoomTileMap != null)
|
||||
{
|
||||
navigationLink2DEndPosition = newRootRootNode.Position +
|
||||
newRoomTileMap.MapToLocal(roomPlacementData.NewRoomSlot.EndPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (navigationLink2DStartPosition != null && navigationLink2DEndPosition != null)
|
||||
{
|
||||
var navigationLink2D = new NavigationLink2D();
|
||||
navigationLink2D.StartPosition = navigationLink2DStartPosition.Value;
|
||||
navigationLink2D.EndPosition = navigationLink2DEndPosition.Value;
|
||||
mapRoot.AddChild(navigationLink2D);
|
||||
}
|
||||
|
||||
return Task.FromResult(true);
|
||||
}
|
||||
|
||||
|
@ -142,7 +176,7 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
|
|||
|
||||
//Saves all data in the room template that matches the parent room.
|
||||
//保存房间模板内所有与父房间匹配的数据。
|
||||
var useableRoomPlacementData = new List<RoomPlacementData>();
|
||||
var usableRoomPlacementData = new List<RoomPlacementData>();
|
||||
foreach (var roomRes in roomResArray)
|
||||
{
|
||||
var newRoom = RoomFactory.CreateRoom(roomRes, newRoomNodeData.EnterRoomEventHandlerId,
|
||||
|
@ -168,22 +202,23 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
|
|||
if (position == null) continue;
|
||||
var roomPlacementData = new RoomPlacementData
|
||||
{
|
||||
Room = newRoom,
|
||||
NewRoom = newRoom,
|
||||
ParentRoom = parentRoomNode,
|
||||
Position = position,
|
||||
ParentRoomSlot = mainRoomSlot,
|
||||
NewRoomSlot = newRoomSlot
|
||||
};
|
||||
useableRoomPlacementData.Add(roomPlacementData);
|
||||
usableRoomPlacementData.Add(roomPlacementData);
|
||||
}
|
||||
|
||||
if (useableRoomPlacementData.Count == 0)
|
||||
if (usableRoomPlacementData.Count == 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
var index = randomNumberGenerator.Randi() % useableRoomPlacementData.Count;
|
||||
var roomPlacementData = useableRoomPlacementData[(int)index];
|
||||
var index = randomNumberGenerator.Randi() % usableRoomPlacementData.Count;
|
||||
var roomPlacementData = usableRoomPlacementData[(int)index];
|
||||
//Be sure to mark its slot as a match when you use it.
|
||||
//一定要在使用时,将其插槽标记为匹配。
|
||||
if (roomPlacementData.ParentRoomSlot != null)
|
||||
|
@ -217,7 +252,7 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
|
|||
var index = randomNumberGenerator.Randi() % roomResArray.Length;
|
||||
var roomPlacementData = new RoomPlacementData
|
||||
{
|
||||
Room = RoomFactory.CreateRoom(roomResArray[index], startRoomNodeData.EnterRoomEventHandlerId,
|
||||
NewRoom = RoomFactory.CreateRoom(roomResArray[index], startRoomNodeData.EnterRoomEventHandlerId,
|
||||
startRoomNodeData.ExitRoomEventHandlerId),
|
||||
Position = Vector2.Zero
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue
Block a user