Remove unused source files. Fixed an issue where the health tank was empty after resurrection.
移除未使用的源文件。修复复活后生命槽为空的问题。
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39ca716e3d
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@ -130,7 +130,7 @@ public partial class CharacterTemplate : CharacterBody2D
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///<para>Sets the amount of Hp a character has after resurrection</para>
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///<para>Sets the amount of Hp a character has after resurrection</para>
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///<para>设置角色复活后拥有的Hp</para>
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///<para>设置角色复活后拥有的Hp</para>
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/// </remarks>
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/// </remarks>
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public void Revive(int newHp)
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public virtual void Revive(int newHp)
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{
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{
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//If the new Hp is less than or equal to 0, there is no need to resurrect
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//If the new Hp is less than or equal to 0, there is no need to resurrect
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//如果新的Hp小于等于0,那么不需要复活
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//如果新的Hp小于等于0,那么不需要复活
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@ -378,6 +378,18 @@ public partial class Player : CharacterTemplate
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}
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}
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}
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}
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public override void Revive(int newHp)
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{
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base.Revive(newHp);
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var healthBarUi = GameSceneNodeHolder.HealthBarUi;
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if (healthBarUi!=null)
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{
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//The purpose of setting Hp to the current Hp is to cause the life bar to refresh.
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//将Hp设置为当前Hp的目的是,使生命条刷新。
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healthBarUi.CurrentHp = CurrentHp;
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}
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}
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protected override async Task OnDie(DamageTemplate damageTemplate)
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protected override async Task OnDie(DamageTemplate damageTemplate)
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{
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{
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Visible = false;
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Visible = false;
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@ -9,6 +9,10 @@ using Godot;
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namespace ColdMint.scripts.loader.sceneLoader;
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namespace ColdMint.scripts.loader.sceneLoader;
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/// <summary>
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/// <para>Game scene loader</para>
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/// <para>游戏场景加载器</para>
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/// </summary>
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public partial class GameSceneLoader : SceneLoaderTemplate
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public partial class GameSceneLoader : SceneLoaderTemplate
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{
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{
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private Label? _seedLabel;
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private Label? _seedLabel;
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@ -55,7 +59,7 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
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_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
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if (_seedLabel != null)
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if (_seedLabel != null)
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{
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{
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_seedLabel.Visible = Config.IsDebug();
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_seedLabel.Visible = debugMode;
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}
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}
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MapGenerator.MapRoot = GetNode<Node>("MapRoot");
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MapGenerator.MapRoot = GetNode<Node>("MapRoot");
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@ -77,16 +81,8 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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//If you have a seedLabel, then set the seed to it.
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//If you have a seedLabel, then set the seed to it.
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//如果有seedLabel,那么将种子设置上去。
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//如果有seedLabel,那么将种子设置上去。
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var seedInfo = TranslationServerUtils.TranslateWithFormat("seed_info", MapGenerator.Seed);
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var seedInfo = TranslationServerUtils.TranslateWithFormat("seed_info", MapGenerator.Seed);
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if (seedInfo == null)
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_seedLabel.Text = seedInfo ?? $"Seed: {MapGenerator.Seed}";
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{
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_seedLabel.Text = $"Seed: {MapGenerator.Seed}";
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}
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}
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else
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{
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_seedLabel.Text = seedInfo;
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}
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}
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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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@ -20,29 +20,36 @@ public class SequenceLayoutParsingStrategy : ILayoutParsingStrategy
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{
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{
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private LevelGraphEditorSaveData? _levelGraphEditorSaveData;
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private LevelGraphEditorSaveData? _levelGraphEditorSaveData;
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//Check whether data Settings are valid
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/// <summary>
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//设置数据时,是否检查合法了
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/// <para>Check whether data Settings are valid</para>
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/// <para>设置数据时,是否检查合法了</para>
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/// </summary>
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private bool _checkLegality;
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private bool _checkLegality;
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//The connection index of the query
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/// <summary>
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//查询的连接索引
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/// <para>The connection index of the query</para>
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/// <para>查询的连接索引</para>
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/// </summary>
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private int _index;
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private int _index;
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private int _maxIndex;
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private int _maxIndex;
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private Dictionary<string, RoomNodeData> _roomNodeDataDictionary = new Dictionary<string, RoomNodeData>();
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/// <summary>
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/// <para>Room ID Indicates the dictionary of room node data</para>
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/// <para>房间ID对应房间节点数据的字典</para>
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/// </summary>
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private readonly Dictionary<string, RoomNodeData> _roomNodeDataDictionary = new();
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public void SetLevelGraph(LevelGraphEditorSaveData levelGraphEditorSaveData)
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public void SetLevelGraph(LevelGraphEditorSaveData levelGraphEditorSaveData)
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{
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{
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_checkLegality = false;
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if (levelGraphEditorSaveData.RoomNodeDataList == null || levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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_index = -1;
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_levelGraphEditorSaveData = levelGraphEditorSaveData;
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if (_levelGraphEditorSaveData.RoomNodeDataList == null || _levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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{
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{
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//No room data, unable to parse.
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//No room data, unable to parse.
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//没有房间数据,无法解析。
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//没有房间数据,无法解析。
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return;
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return;
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}
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}
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_checkLegality = false;
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_index = -1;
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_levelGraphEditorSaveData = levelGraphEditorSaveData;
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if (_levelGraphEditorSaveData.ConnectionDataList == null ||
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if (_levelGraphEditorSaveData.ConnectionDataList == null ||
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_levelGraphEditorSaveData.ConnectionDataList.Count == 0)
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_levelGraphEditorSaveData.ConnectionDataList.Count == 0)
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{
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{
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@ -1,28 +0,0 @@
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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>Room holder</para>
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/// <para>房间持有者</para>
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/// </summary>
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/// <remarks>
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///<para>This class holds all generated and placed rooms.</para>
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///<para>该类保存所有已生成且已放置的房间。</para>
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/// </remarks>
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public interface IRoomHolder
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{
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bool AddRoom(Room room);
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/// <summary>
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/// <para>LastRoom</para>
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/// <para>最后添加的房间</para>
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/// </summary>
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Room? LastRoom { get; }
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/// <summary>
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/// <para>Number of rooms that have been placed</para>
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/// <para>已放置的房间数量</para>
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/// </summary>
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int PlacedRoomNumber { get; }
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}
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@ -1,35 +0,0 @@
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namespace ColdMint.scripts.map.interfaces;
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public interface IRoomTemplate
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{
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/// <summary>
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/// <para>The asset path of the room must be available</para>
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/// <para>必须可获得房间的资产路径</para>
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/// </summary>
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string RoomResPath { get; }
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/// <summary>
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/// <para>Whether this room template can still be used</para>
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/// <para>这个房间模板是否还能使用</para>
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/// </summary>
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bool CanUse { get; }
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/// <summary>
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/// <para>The maximum number of times a room template is used</para>
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/// <para>房间模板的最大使用次数</para>
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/// </summary>
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int MaxNumber { get; set; }
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/// <summary>
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/// <para>AddUsedNumber</para>
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/// <para>添加使用次数</para>
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/// </summary>
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void AddUsedNumber();
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/// <summary>
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/// <para>Times used</para>
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/// <para>已使用次数</para>
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/// </summary>
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int UsedNumber { get; }
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}
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@ -11,17 +11,17 @@ namespace ColdMint.scripts.map.layoutStrategy;
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/// </summary>
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/// </summary>
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public class TestLayoutStrategy : ILayoutStrategy
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public class TestLayoutStrategy : ILayoutStrategy
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{
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{
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private string _path = "res://data/levelGraphs/test.json";
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private const string Path = "res://data/levelGraphs/test.json";
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public Task<LevelGraphEditorSaveData?> GetLayout()
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public Task<LevelGraphEditorSaveData?> GetLayout()
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{
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{
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var exists = FileAccess.FileExists(_path);
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var exists = FileAccess.FileExists(Path);
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if (!exists)
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if (!exists)
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{
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{
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return Task.FromResult<LevelGraphEditorSaveData?>(null);
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return Task.FromResult<LevelGraphEditorSaveData?>(null);
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}
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}
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var json = FileAccess.GetFileAsString(_path);
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var json = FileAccess.GetFileAsString(Path);
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if (json == null)
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if (json == null)
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{
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{
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return Task.FromResult<LevelGraphEditorSaveData?>(null);
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return Task.FromResult<LevelGraphEditorSaveData?>(null);
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@ -1,46 +0,0 @@
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using ColdMint.scripts.map.interfaces;
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namespace ColdMint.scripts.map.room;
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public class RoomTemplate : IRoomTemplate
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{
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/// <summary>
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/// <para>Unlimited use</para>
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/// <para>无限次使用</para>
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/// </summary>
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public const int Infinite = -1;
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private int _usedNumber;
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public RoomTemplate(string roomResPath)
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{
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RoomResPath = roomResPath;
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MaxNumber = Infinite;
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_usedNumber = 0;
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}
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public string RoomResPath { get; }
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public bool CanUse
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{
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get
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{
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if (MaxNumber == Infinite)
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{
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return true;
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}
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return _usedNumber < MaxNumber;
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}
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}
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public int MaxNumber { get; set; }
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public void AddUsedNumber()
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{
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_usedNumber++;
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}
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public int UsedNumber => _usedNumber;
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}
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@ -1,31 +0,0 @@
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using System.Collections.Generic;
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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.roomHolder;
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public class RoomHolder : IRoomHolder
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{
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private readonly List<Room> _rooms = new List<Room>();
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public bool AddRoom(Room room)
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{
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_rooms.Add(room);
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return true;
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}
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public Room? LastRoom
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{
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get
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{
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if (_rooms.Count > 0)
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{
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return _rooms[_rooms.Count - 1];
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}
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return null;
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}
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}
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public int PlacedRoomNumber => _rooms.Count;
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}
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@ -263,6 +263,7 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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{
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{
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if (mainRoomSlot == null || mainRoomSlot.Matched)
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if (mainRoomSlot == null || mainRoomSlot.Matched)
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{
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{
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//If it's already a match, it's no longer a match
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//如果已经匹配过了,就不再匹配
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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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continue;
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}
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}
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@ -276,6 +277,7 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
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if (newRoomSlot.Matched)
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if (newRoomSlot.Matched)
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{
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{
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//If it's already a match, it's no longer a match
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//如果已经匹配过了,就不再匹配
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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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continue;
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}
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}
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Reference in New Issue
Block a user