Split the function that places the barrier.

拆分放置屏障的函数。
This commit is contained in:
Cold-Mint 2024-10-08 10:52:42 +08:00
parent 5f9961aad7
commit 5371d31d99
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
2 changed files with 111 additions and 43 deletions

View File

@ -60,7 +60,11 @@ public static class MapGenerator
if (_roomInjectionProcessorsDictionary == null)
{
_roomInjectionProcessorsDictionary = new Dictionary<string, IRoomInjectionProcessor>
{ { key, roomInjectionProcessor } };
{
{
key, roomInjectionProcessor
}
};
return true;
}
@ -327,48 +331,7 @@ public static class MapGenerator
{
return;
}
var ground = room.GetTileMapLayer(Config.TileMapLayerName.Ground);
var barrier = room.GetTileMapLayer(Config.TileMapLayerName.Barrier);
if (ground == null || barrier == null)
{
return;
}
var roomSlots = room.RoomSlots;
if (roomSlots == null || roomSlots.Length == 0)
{
return;
}
foreach (var roomSlot in roomSlots)
{
if (roomSlot == null)
{
continue;
}
if (roomSlot.Matched)
{
continue;
}
//Place the corresponding coordinate tiles of the barrier layer on the ground level.
//将屏障层的对应坐标瓦片放到地面层。
CoordinateUtils.ForEachCell(roomSlot.StartPosition, roomSlot.EndPosition,
i =>
{
var cellSourceId = barrier.GetCellSourceId(i);
if (cellSourceId == -1)
{
return;
}
ground.SetCell(i, cellSourceId, barrier.GetCellAtlasCoords(i), barrier.GetCellAlternativeTile(i));
});
}
barrier.QueueFree();
room.PlaceBarrierInUnmatchedSlots();
}
/// <summary>

View File

@ -50,6 +50,111 @@ public class Room
return _tileMapLayers?.FirstOrDefault(tileMapLayer => tileMapLayer.Name == layerName);
}
/// <summary>
/// <para>Places a barrier in a slot where a match has been found.</para>
/// <para>在找到匹配的槽位放置屏障。</para>
/// </summary>
private void PlaceBarrierInMatchedSlot()
{
ProcessRoomSlots(action: (roomSlot, ground, barrier, i) =>
{
if (!roomSlot.Matched)
{
return;
}
var cellSourceId = barrier.GetCellSourceId(i);
if (cellSourceId == -1)
{
return;
}
ground.SetCell(i, cellSourceId, barrier.GetCellAtlasCoords(i), barrier.GetCellAlternativeTile(i));
});
}
/// <summary>
/// <para>Clear the barrier that finds a matching slot</para>
/// <para>清空找到匹配的槽位的屏障。</para>
/// </summary>
private void ClearBarriersInMatchedSlots()
{
ProcessRoomSlots(action: (roomSlot, ground, barrier, i) =>
{
if (!roomSlot.Matched)
{
return;
}
var cellSourceId = barrier.GetCellSourceId(i);
if (cellSourceId == -1)
{
return;
}
ground.SetCell(i, cellSourceId, barrier.GetCellAtlasCoords(i), barrier.GetCellAlternativeTile(i));
});
}
/// <summary>
/// <para>Places barriers in slots that do not have a match.</para>
/// <para>在未匹配的槽位放置屏障。</para>
/// </summary>
public void PlaceBarrierInUnmatchedSlots()
{
ProcessRoomSlots(action: (roomSlot, ground, barrier, i) =>
{
if (roomSlot.Matched)
{
return;
}
var cellSourceId = barrier.GetCellSourceId(i);
if (cellSourceId == -1)
{
return;
}
ground.SetCell(i, cellSourceId, barrier.GetCellAtlasCoords(i), barrier.GetCellAlternativeTile(i));
});
}
/// <summary>
/// <para>Executes a callback for each room slot, providing the corresponding coordinates in the barrier and ground layers.</para>
/// <para>对每个房间槽位执行回调提供barrier层和ground层对应的坐标。</para>
/// </summary>
/// <param name="action">
///<para>The callback action to be executed, which takes the barrier layer, ground layer, and coordinates as parameters.</para>
///<para>要执行的回调操作,它以屏障层、底层和坐标作为参数。</para>
/// </param>
private void ProcessRoomSlots(Action<RoomSlot, TileMapLayer, TileMapLayer, Vector2I> action)
{
var ground = GetTileMapLayer(Config.TileMapLayerName.Ground);
var barrier = GetTileMapLayer(Config.TileMapLayerName.Barrier);
if (ground == null || barrier == null)
{
return;
}
if (RoomSlots == null || RoomSlots.Length == 0)
{
return;
}
foreach (var roomSlot in RoomSlots)
{
if (roomSlot == null)
{
continue;
}
//Place the corresponding coordinate tiles of the barrier layer on the ground level.
//将屏障层的对应坐标瓦片放到地面层。
CoordinateUtils.ForEachCell(roomSlot.StartPosition, roomSlot.EndPosition, i =>
{
action.Invoke(roomSlot, ground, barrier, i);
});
}
barrier.QueueFree();
}
/// <summary>
/// <para>ShowAllCharacterTemplate</para>
/// <para>显示所有角色模板</para>