Fixed an issue where the health bar was drawn incorrectly.

修复健康条绘制不正确的问题。
This commit is contained in:
Cold-Mint 2024-05-07 17:38:50 +08:00
parent 9435f76fc0
commit 802eb599da
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
7 changed files with 259 additions and 219 deletions

View File

@ -1,3 +1,4 @@
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts;
@ -17,28 +18,44 @@ public partial class HealthBarUi : HBoxContainer
return;
}
if (_currentHp > _maxHp)
{
//Prohibit the current health to exceed the maximum health. When the maximum health is exceeded, the UI cannot be drawn.
//禁止当前血量超过最大血量当超过最大值时无法绘制UI。
return;
}
var heartCount = GetChildCount();
//A few hearts are full
//有几颗心是满的
var fullHeartCount = value / Config.HeartRepresentsHealthValue;
for (int i = 0; i < fullHeartCount; i++)
{
//Brush up the Ui
//把Ui刷满
var textureRect = GetChild<TextureRect>(i);
textureRect.Texture = _heartFull;
}
//How many hollows
//有多少空心
var emptyHeartCount = heartCount - fullHeartCount;
if (emptyHeartCount > 0)
{
//How much blood is left on the last one
//最后那颗剩余多少血
var leftOverTextureRect = GetChild<TextureRect>(fullHeartCount);
var leftOver = value % Config.HeartRepresentsHealthValue;
if (leftOver > 0)
{
//Percentage of total
//占总数的百分比
var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
leftOverTextureRect.Texture = GetTexture2DByPercent(percent);
emptyHeartCount--;
}
}
for (int i = heartCount - emptyHeartCount; i < heartCount; i++)
{
@ -68,11 +85,13 @@ public partial class HealthBarUi : HBoxContainer
AddChild(heart);
}
//How much blood is left on the last one
//最后那颗剩余多少血
var leftOver = value % Config.HeartRepresentsHealthValue;
if (leftOver > 0)
{
var lastHeart = CreateTextureRect();
//Percentage of total
//占总数的百分比
var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
lastHeart.Texture = GetTexture2DByPercent(percent);
@ -129,6 +148,7 @@ public partial class HealthBarUi : HBoxContainer
public override void _Ready()
{
base._Ready();
NodeUtils.DeleteAllChild(this);
_heartEmpty = GD.Load<Texture2D>("res://sprites/ui/HeartEmpty.png");
_heartQuarter = GD.Load<Texture2D>("res://sprites/ui/HeartQuarter.png");
_heartHalf = GD.Load<Texture2D>("res://sprites/ui/HeartHalf.png");

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@ -134,10 +134,10 @@ public partial class CharacterTemplate : CharacterBody2D
}
_initialHp = GetMeta("InitialHp", "0").AsInt32();
if (_initialHp <= 0)
if (_initialHp <= 0 || _initialHp > MaxHp)
{
//If the initial blood volume is less than or equal to 0, the initial blood volume is set to the maximum blood volume
//若初始血量小于等于0则将初始血量设置为最大血量
//If the initial health is less than or equal to 0 or greater than the maximum health, then set it to the maximum health
//如果初始血量小于等于0或者大于最大血量那么将其设置为最大血量
_initialHp = MaxHp;
}

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@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using ColdMint.scripts.debug;
using ColdMint.scripts.utils;
using ColdMint.scripts.weapon;
using Godot;
@ -19,6 +20,7 @@ public partial class HotBar : HBoxContainer, IItemContainer
public override void _Ready()
{
base._Ready();
NodeUtils.DeleteAllChild(this);
_itemSlotNodes = new List<ItemSlotNode>();
_itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
for (var i = 0; i < Config.HotBarSize; i++)

View File

@ -1,3 +1,4 @@
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using ColdMint.scripts.loader.uiLoader;
@ -18,15 +19,13 @@ public partial class GameSceneLoader : SceneLoaderTemplate
private IMapGenerator _mapGenerator;
private IMapGeneratorConfig _mapGeneratorConfig;
public override void InitializeData()
public override async Task InitializeData()
{
//加载血条场景
var healthBarUI = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
NodeUtils.DeleteAllChild(healthBarUI);
GameSceneNodeHolder.HealthBarUi = healthBarUI;
//加载HotBar
var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
NodeUtils.DeleteAllChild(hotBar);
GameSceneNodeHolder.HotBar = hotBar;
//加载操作提示
var operationTip = GetNode<Label>("CanvasLayer/Control/VBoxContainer/OperationTip");
@ -59,9 +58,9 @@ public partial class GameSceneLoader : SceneLoaderTemplate
_mapGenerator.RoomPlacer = roomPlacer;
}
public override void LoadScene()
public override async Task LoadScene()
{
_mapGenerator.Generate(_mapGeneratorConfig);
await _mapGenerator.Generate(_mapGeneratorConfig);
var packedScene = GD.Load<PackedScene>("res://prefab/entitys/Character.tscn");
//Register players in the holder
//在持有者内注册玩家

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@ -1,3 +1,5 @@
using System.Threading.Tasks;
namespace ColdMint.scripts.loader.sceneLoader;
public interface ISceneLoaderContract
@ -6,11 +8,11 @@ public interface ISceneLoaderContract
/// <para>initialization data</para>
/// <para>初始化数据</para>
/// </summary>
void InitializeData();
Task InitializeData();
/// <summary>
/// <para>load scene</para>
/// <para>加载场景</para>
/// </summary>
void LoadScene();
Task LoadScene();
}

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@ -1,3 +1,4 @@
using System.Threading.Tasks;
using Godot;
namespace ColdMint.scripts.loader.sceneLoader;
@ -8,19 +9,20 @@ namespace ColdMint.scripts.loader.sceneLoader;
/// </summary>
public partial class SceneLoaderTemplate : Node2D, ISceneLoaderContract
{
public sealed override void _Ready()
public sealed override async void _Ready()
{
InitializeData();
LoadScene();
await InitializeData();
await LoadScene();
}
public virtual void InitializeData()
public virtual Task InitializeData()
{
return Task.CompletedTask;
}
public virtual void LoadScene()
public virtual Task LoadScene()
{
return Task.CompletedTask;
}
}

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@ -1,4 +1,5 @@
using Godot;
using System.Threading.Tasks;
using Godot;
namespace ColdMint.scripts.utils;
@ -9,16 +10,30 @@ public class NodeUtils
/// <para>删除所有子节点</para>
/// </summary>
/// <param name="parent"></param>
public static void DeleteAllChild(Node parent)
public static int DeleteAllChild(Node parent)
{
var deleteNumber = 0;
var count = parent.GetChildCount();
if (count > 0)
{
for (int i = 0; i < count; i++)
if (count <= 0) return deleteNumber;
for (var i = 0; i < count; i++)
{
var node = parent.GetChild(0);
parent.RemoveChild(node);
node.QueueFree();
}
}
deleteNumber++;
}
return deleteNumber;
}
/// <summary>
/// <para>All child nodes are removed asynchronously</para>
/// <para>异步删除所有子节点</para>
/// </summary>
/// <param name="parent"></param>
/// <returns></returns>
public static async Task<int> DeleteAllChildAsync(Node parent)
{
return await Task.Run<int>(() => DeleteAllChild(parent));
}
}