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

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@ -1,138 +1,158 @@
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts;
public partial class HealthBarUi : HBoxContainer
{
private int _maxHp;
private int _currentHp;
private int _maxHp;
private int _currentHp;
public int CurrentHp
{
get => _currentHp;
set
{
if (value == _currentHp)
{
return;
}
public int CurrentHp
{
get => _currentHp;
set
{
if (value == _currentHp)
{
return;
}
var heartCount = GetChildCount();
//有几颗心是满的
var fullHeartCount = value / Config.HeartRepresentsHealthValue;
for (int i = 0; i < fullHeartCount; i++)
{
//把Ui刷满
var textureRect = GetChild<TextureRect>(i);
textureRect.Texture = _heartFull;
}
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;
}
//有多少空心
var emptyHeartCount = heartCount - fullHeartCount;
//最后那颗剩余多少血
var leftOverTextureRect = GetChild<TextureRect>(fullHeartCount);
var leftOver = value % Config.HeartRepresentsHealthValue;
if (leftOver > 0)
{
//占总数的百分比
var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
leftOverTextureRect.Texture = GetTexture2DByPercent(percent);
emptyHeartCount--;
}
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;
}
for (int i = heartCount - emptyHeartCount; i < heartCount; i++)
{
var textureRect = GetChild<TextureRect>(i);
textureRect.Texture = _heartEmpty;
}
//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--;
}
}
_currentHp = value;
}
}
public int MaxHp
{
get => _maxHp;
set
{
if (value == _maxHp)
{
return;
}
for (int i = heartCount - emptyHeartCount; i < heartCount; i++)
{
var textureRect = GetChild<TextureRect>(i);
textureRect.Texture = _heartEmpty;
}
var heartCount = value / Config.HeartRepresentsHealthValue;
for (var i = 0; i < heartCount; i++)
{
var heart = CreateTextureRect();
heart.Texture = _heartFull;
AddChild(heart);
}
_currentHp = value;
}
}
//最后那颗剩余多少血
var leftOver = value % Config.HeartRepresentsHealthValue;
if (leftOver > 0)
{
var lastHeart = CreateTextureRect();
//占总数的百分比
var percent = leftOver / (float)Config.HeartRepresentsHealthValue;
lastHeart.Texture = GetTexture2DByPercent(percent);
AddChild(lastHeart);
}
public int MaxHp
{
get => _maxHp;
set
{
if (value == _maxHp)
{
return;
}
_maxHp = value;
}
}
var heartCount = value / Config.HeartRepresentsHealthValue;
for (var i = 0; i < heartCount; i++)
{
var heart = CreateTextureRect();
heart.Texture = _heartFull;
AddChild(heart);
}
private TextureRect CreateTextureRect()
{
var textureRect = new TextureRect();
return textureRect;
}
//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);
AddChild(lastHeart);
}
/// <summary>
/// <para>Get the texture based on percentage</para>
/// <para>根据百分比获取纹理</para>
/// </summary>
/// <param name="percent"></param>
/// <returns></returns>
private Texture2D GetTexture2DByPercent(float percent)
{
if (percent == 0)
{
return _heartEmpty;
}
_maxHp = value;
}
}
if (percent <= 0.25f)
{
return _heartQuarter;
}
else if (percent <= 0.5f)
{
return _heartHalf;
}
else if (percent <= 0.75f)
{
return _heartThreeFourths;
}
else
{
return _heartFull;
}
}
private TextureRect CreateTextureRect()
{
var textureRect = new TextureRect();
return textureRect;
}
private Texture2D _heartFull;
private Texture2D _heartEmpty;
private Texture2D _heartHalf;
private Texture2D _heartQuarter;
private Texture2D _heartThreeFourths;
/// <summary>
/// <para>Get the texture based on percentage</para>
/// <para>根据百分比获取纹理</para>
/// </summary>
/// <param name="percent"></param>
/// <returns></returns>
private Texture2D GetTexture2DByPercent(float percent)
{
if (percent == 0)
{
return _heartEmpty;
}
public override void _Ready()
{
base._Ready();
_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");
_heartThreeFourths = GD.Load<Texture2D>("res://sprites/ui/HeartThreeFourths.png");
_heartFull = GD.Load<Texture2D>("res://sprites/ui/HeartFull.png");
}
if (percent <= 0.25f)
{
return _heartQuarter;
}
else if (percent <= 0.5f)
{
return _heartHalf;
}
else if (percent <= 0.75f)
{
return _heartThreeFourths;
}
else
{
return _heartFull;
}
}
private Texture2D _heartFull;
private Texture2D _heartEmpty;
private Texture2D _heartHalf;
private Texture2D _heartQuarter;
private Texture2D _heartThreeFourths;
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");
_heartThreeFourths = GD.Load<Texture2D>("res://sprites/ui/HeartThreeFourths.png");
_heartFull = GD.Load<Texture2D>("res://sprites/ui/HeartFull.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++)

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@ -1,3 +1,4 @@
using System.Threading.Tasks;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using ColdMint.scripts.loader.uiLoader;
@ -15,82 +16,80 @@ namespace ColdMint.scripts.loader.sceneLoader;
public partial class GameSceneLoader : SceneLoaderTemplate
{
private IMapGenerator _mapGenerator;
private IMapGeneratorConfig _mapGeneratorConfig;
private IMapGenerator _mapGenerator;
private IMapGeneratorConfig _mapGeneratorConfig;
public override void 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");
GameSceneNodeHolder.OperationTipLabel = operationTip;
//加载武器容器
var weaponContainer = GetNode<Node2D>("WeaponContainer");
GameSceneNodeHolder.WeaponContainer = weaponContainer;
public override async Task InitializeData()
{
//加载血条场景
var healthBarUI = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
GameSceneNodeHolder.HealthBarUi = healthBarUI;
//加载HotBar
var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
GameSceneNodeHolder.HotBar = hotBar;
//加载操作提示
var operationTip = GetNode<Label>("CanvasLayer/Control/VBoxContainer/OperationTip");
GameSceneNodeHolder.OperationTipLabel = operationTip;
//加载武器容器
var weaponContainer = GetNode<Node2D>("WeaponContainer");
GameSceneNodeHolder.WeaponContainer = weaponContainer;
_mapGenerator = new MapGenerator();
_mapGenerator.TimeOutPeriod = 15;
_mapGenerator.RoomHolder = new RoomHolder();
_mapGenerator.RoomSlotsMatcher = new RoomSlotsMatcher();
var roomProvider = new RoomProvider();
//添加房间模板
var initialRoom = new RoomTemplate("res://prefab/roomTemplates/dungeon/initialRoom.tscn");
var utilityRoom = new RoomTemplate("res://prefab/roomTemplates/dungeon/utilityRoom.tscn");
initialRoom.MaxNumber = 1;
var horizontalCorridorWithSewer =
new RoomTemplate("res://prefab/roomTemplates/dungeon/horizontalCorridorWithSewer.tscn");
var horizontalCorridor = new RoomTemplate("res://prefab/roomTemplates/dungeon/horizontalCorridor.tscn");
roomProvider.AddRoom(initialRoom);
roomProvider.AddRoom(horizontalCorridor);
roomProvider.AddRoom(horizontalCorridorWithSewer);
roomProvider.AddRoom(utilityRoom);
_mapGenerator.RoomProvider = roomProvider;
_mapGenerator = new MapGenerator();
_mapGenerator.TimeOutPeriod = 15;
_mapGenerator.RoomHolder = new RoomHolder();
_mapGenerator.RoomSlotsMatcher = new RoomSlotsMatcher();
var roomProvider = new RoomProvider();
//添加房间模板
var initialRoom = new RoomTemplate("res://prefab/roomTemplates/dungeon/initialRoom.tscn");
var utilityRoom = new RoomTemplate("res://prefab/roomTemplates/dungeon/utilityRoom.tscn");
initialRoom.MaxNumber = 1;
var horizontalCorridorWithSewer =
new RoomTemplate("res://prefab/roomTemplates/dungeon/horizontalCorridorWithSewer.tscn");
var horizontalCorridor = new RoomTemplate("res://prefab/roomTemplates/dungeon/horizontalCorridor.tscn");
roomProvider.AddRoom(initialRoom);
roomProvider.AddRoom(horizontalCorridor);
roomProvider.AddRoom(horizontalCorridorWithSewer);
roomProvider.AddRoom(utilityRoom);
_mapGenerator.RoomProvider = roomProvider;
var roomPlacer = new RoomPlacer();
_mapGeneratorConfig = new MapGeneratorConfig(GetNode<Node2D>("MapRoot"), 1);
roomPlacer.MapGeneratorConfig = _mapGeneratorConfig;
_mapGenerator.RoomPlacer = roomPlacer;
}
var roomPlacer = new RoomPlacer();
_mapGeneratorConfig = new MapGeneratorConfig(GetNode<Node2D>("MapRoot"), 1);
roomPlacer.MapGeneratorConfig = _mapGeneratorConfig;
_mapGenerator.RoomPlacer = roomPlacer;
}
public override void LoadScene()
{
_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
var node2D = (Node2D)packedScene.Instantiate();
if (node2D is Player player)
{
GameSceneNodeHolder.Player = player;
//Allow the player to pick up items.
//使玩家可以捡起物品。
player.ItemContainer = GameSceneNodeHolder.HotBar;
}
public override async Task LoadScene()
{
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
var node2D = (Node2D)packedScene.Instantiate();
if (node2D is Player player)
{
GameSceneNodeHolder.Player = player;
//Allow the player to pick up items.
//使玩家可以捡起物品。
player.ItemContainer = GameSceneNodeHolder.HotBar;
}
var gameRoot = GetNode<Node2D>(".");
gameRoot.AddChild(node2D);
node2D.Position = new Vector2(55, 70);
var gameRoot = GetNode<Node2D>(".");
gameRoot.AddChild(node2D);
node2D.Position = new Vector2(55, 70);
var delivererOfDarkMagicPackedScene = GD.Load<PackedScene>("res://prefab/entitys/DelivererOfDarkMagic.tscn");
var delivererOfDarkMagicPackedSceneNode2D = (Node2D)delivererOfDarkMagicPackedScene.Instantiate();
gameRoot.AddChild(delivererOfDarkMagicPackedSceneNode2D);
delivererOfDarkMagicPackedSceneNode2D.Position = new Vector2(70, 70);
var delivererOfDarkMagicPackedScene = GD.Load<PackedScene>("res://prefab/entitys/DelivererOfDarkMagic.tscn");
var delivererOfDarkMagicPackedSceneNode2D = (Node2D)delivererOfDarkMagicPackedScene.Instantiate();
gameRoot.AddChild(delivererOfDarkMagicPackedSceneNode2D);
delivererOfDarkMagicPackedSceneNode2D.Position = new Vector2(70, 70);
//Load a weapon
//加载武器
var w = GD.Load<PackedScene>("res://prefab/weapons/staffOfTheUndead.tscn");
for (int i = 0; i < 3; i++)
{
var wn = (Node2D)w.Instantiate();
wn.Position = new Vector2(55, 90);
GameSceneNodeHolder.WeaponContainer.AddChild(wn);
}
}
//Load a weapon
//加载武器
var w = GD.Load<PackedScene>("res://prefab/weapons/staffOfTheUndead.tscn");
for (int i = 0; i < 3; i++)
{
var wn = (Node2D)w.Instantiate();
wn.Position = new Vector2(55, 90);
GameSceneNodeHolder.WeaponContainer.AddChild(wn);
}
}
}

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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()
{
InitializeData();
LoadScene();
}
public sealed override async void _Ready()
{
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)
if (count <= 0) return deleteNumber;
for (var i = 0; i < count; i++)
{
for (int i = 0; i < count; i++)
{
var node = parent.GetChild(0);
node.QueueFree();
}
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));
}
}