连接导航网格中。

This commit is contained in:
Cold-Mint 2024-07-19 21:12:53 +08:00
parent 9401913779
commit b0c01cfca0
7 changed files with 243 additions and 186 deletions

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@ -3,22 +3,22 @@ connection_data_list:
to_id: 4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03
from_port: 0
to_port: 0
- from_id: 4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03
to_id: ba32e05c-0c80-4a79-b5ce-5b8150400e05
from_port: 0
to_port: 0
- from_id: 4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03
to_id: 8b3d645a-96c0-407e-871d-6f4a0b69557b
from_port: 0
to_port: 0
- from_id: 8b3d645a-96c0-407e-871d-6f4a0b69557b
to_id: 7e3ae680-3d7e-4ae9-b82f-5bfbe1c2f613
from_port: 0
to_port: 0
- from_id: ba32e05c-0c80-4a79-b5ce-5b8150400e05
to_id: 7e3ae680-3d7e-4ae9-b82f-5bfbe1c2f613
from_port: 0
to_port: 0
# - from_id: 4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03
# to_id: ba32e05c-0c80-4a79-b5ce-5b8150400e05
# from_port: 0
# to_port: 0
# - from_id: 4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03
# to_id: 8b3d645a-96c0-407e-871d-6f4a0b69557b
# from_port: 0
# to_port: 0
# - from_id: 8b3d645a-96c0-407e-871d-6f4a0b69557b
# to_id: 7e3ae680-3d7e-4ae9-b82f-5bfbe1c2f613
# from_port: 0
# to_port: 0
# - from_id: ba32e05c-0c80-4a79-b5ce-5b8150400e05
# to_id: 7e3ae680-3d7e-4ae9-b82f-5bfbe1c2f613
# from_port: 0
# to_port: 0
room_node_data_list:
- id: c0255eb6-2c75-44f7-9058-0921fe8fb0d8
title: 起点房间

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@ -15,82 +15,82 @@ namespace ColdMint.scripts.loader.sceneLoader;
/// </summary>
public partial class GameSceneLoader : SceneLoaderTemplate
{
private Label? _seedLabel;
private Label? _seedLabel;
public override Task InitializeData()
{
//Loading the blood bar scene
//加载血条场景
var healthBarUi = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
GameSceneNodeHolder.HealthBarUi = healthBarUi;
//Load HotBar
//加载HotBar
var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
GameSceneNodeHolder.HotBar = hotBar;
//Backpack Ui container
//背包Ui容器
var backpackUiContainer = GetNode<Control>("CanvasLayer/BackpackUIContainer");
GameSceneNodeHolder.BackpackUiContainer = backpackUiContainer;
//Load operation prompt
//加载操作提示
var operationTip = GetNode<RichTextLabel>("CanvasLayer/Control/VBoxContainer/OperationTip");
GameSceneNodeHolder.OperationTipLabel = operationTip;
//Loaded weapon container
//加载武器容器
var weaponContainer = GetNode<Node2D>("WeaponContainer");
GameSceneNodeHolder.WeaponContainer = weaponContainer;
//Load Packsack container
//加载背包容器
var packsackContainer = GetNode<Node2D>("PacksackContainer");
GameSceneNodeHolder.PacksackContainer = packsackContainer;
//Load AICharacter container
//加载AICharacter容器
var aiCharacterContainer = GetNode<Node2D>("AICharacterContainer");
GameSceneNodeHolder.AiCharacterContainer = aiCharacterContainer;
//Load player container
//加载玩家容器
var playerContainer = GetNode<Node2D>("PlayerContainer");
GameSceneNodeHolder.PlayerContainer = playerContainer;
return Task.CompletedTask;
}
public override Task InitializeData()
{
//Loading the blood bar scene
//加载血条场景
var healthBarUi = GetNode<HealthBarUi>("CanvasLayer/Control/VBoxContainer/HealthBarUi");
GameSceneNodeHolder.HealthBarUi = healthBarUi;
//Load HotBar
//加载HotBar
var hotBar = GetNode<HotBar>("CanvasLayer/Control/VBoxContainer/HotBar");
GameSceneNodeHolder.HotBar = hotBar;
//Backpack Ui container
//背包Ui容器
var backpackUiContainer = GetNode<Control>("CanvasLayer/BackpackUIContainer");
GameSceneNodeHolder.BackpackUiContainer = backpackUiContainer;
//Load operation prompt
//加载操作提示
var operationTip = GetNode<RichTextLabel>("CanvasLayer/Control/VBoxContainer/OperationTip");
GameSceneNodeHolder.OperationTipLabel = operationTip;
//Loaded weapon container
//加载武器容器
var weaponContainer = GetNode<Node2D>("WeaponContainer");
GameSceneNodeHolder.WeaponContainer = weaponContainer;
//Load Packsack container
//加载背包容器
var packsackContainer = GetNode<Node2D>("PacksackContainer");
GameSceneNodeHolder.PacksackContainer = packsackContainer;
//Load AICharacter container
//加载AICharacter容器
var aiCharacterContainer = GetNode<Node2D>("AICharacterContainer");
GameSceneNodeHolder.AiCharacterContainer = aiCharacterContainer;
//Load player container
//加载玩家容器
var playerContainer = GetNode<Node2D>("PlayerContainer");
GameSceneNodeHolder.PlayerContainer = playerContainer;
return Task.CompletedTask;
}
public override async Task LoadScene()
{
var debugMode = Config.IsDebug();
var recreateMapButton = GetNodeOrNull<Button>("CanvasLayer/Control/RecreateMapButton");
if (recreateMapButton != null)
{
recreateMapButton.Visible = debugMode;
recreateMapButton.Pressed += () => { _ = GenerateMap(); };
}
public override async Task LoadScene()
{
var debugMode = Config.IsDebug();
var recreateMapButton = GetNodeOrNull<Button>("CanvasLayer/Control/RecreateMapButton");
if (recreateMapButton != null)
{
recreateMapButton.Visible = debugMode;
recreateMapButton.Pressed += () => { _ = GenerateMap(); };
}
_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
if (_seedLabel != null)
{
_seedLabel.Visible = debugMode;
}
_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
if (_seedLabel != null)
{
_seedLabel.Visible = debugMode;
}
MapGenerator.MapRoot = GetNode<Node>("MapRoot");
MapGenerator.LayoutStrategy = new TestLayoutStrategy();
MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
await GenerateMap();
}
MapGenerator.MapRoot = GetNode<Node>("MapRoot");
MapGenerator.LayoutStrategy = new TestLayoutStrategy();
MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
MapGenerator.RoomPlacementStrategy = new PatchworkRoomPlacementStrategy();
await GenerateMap();
}
/// <summary>
/// <para>Generate map</para>
/// <para>生成地图</para>
/// </summary>
private async Task GenerateMap()
{
MapGenerator.Seed = GuidUtils.GetGuid();
if (_seedLabel != null)
{
//If you have a seedLabel, then set the seed to it.
//如果有seedLabel那么将种子设置上去。
var seedInfo = TranslationServerUtils.TranslateWithFormat("ui_seed_info", MapGenerator.Seed);
_seedLabel.Text = seedInfo ?? $"Seed: {MapGenerator.Seed}";
}
await MapGenerator.GenerateMap();
}
/// <summary>
/// <para>Generate map</para>
/// <para>生成地图</para>
/// </summary>
private async Task GenerateMap()
{
MapGenerator.Seed = GuidUtils.GetGuid();
if (_seedLabel != null)
{
//If you have a seedLabel, then set the seed to it.
//如果有seedLabel那么将种子设置上去。
var seedInfo = TranslationServerUtils.TranslateWithFormat("ui_seed_info", MapGenerator.Seed);
_seedLabel.Text = seedInfo ?? $"Seed: {MapGenerator.Seed}";
}
await MapGenerator.GenerateMap();
}
}

View File

@ -20,100 +20,100 @@ namespace ColdMint.scripts.loader.uiLoader;
/// </summary>
public partial class SplashScreenLoader : UiLoaderTemplate
{
private Label? _loadingLabel;
private PackedScene? _mainMenuScene;
private AnimationPlayer? _animationPlayer;
private string _startup = "startup";
private Label? _nameLabel;
private Label? _loadingLabel;
private PackedScene? _mainMenuScene;
private AnimationPlayer? _animationPlayer;
private string _startup = "startup";
private Label? _nameLabel;
public override void InitializeData()
{
_mainMenuScene = GD.Load<PackedScene>("res://scenes/mainMenu.tscn");
}
public override void InitializeData()
{
_mainMenuScene = GD.Load<PackedScene>("res://scenes/mainMenu.tscn");
}
public override void InitializeUi()
{
_nameLabel = GetNode<Label>("NameLabel");
_loadingLabel = GetNode<Label>("loadingStateLabel");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
//Disable animation in Debug mode.
//在Debug模式禁用动画。
if (Config.IsDebug())
{
_loadingLabel.Modulate = Colors.White;
_nameLabel.Modulate = Colors.White;
AnimationFinished(_startup);
}
else
{
_animationPlayer.Play(_startup);
_animationPlayer.AnimationFinished += AnimationFinished;
}
}
public override void InitializeUi()
{
_nameLabel = GetNode<Label>("NameLabel");
_loadingLabel = GetNode<Label>("loadingStateLabel");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
//Disable animation in Debug mode.
//在Debug模式禁用动画。
if (Config.IsDebug())
{
_loadingLabel.Modulate = Colors.White;
_nameLabel.Modulate = Colors.White;
AnimationFinished(_startup);
}
else
{
_animationPlayer.Play(_startup);
_animationPlayer.AnimationFinished += AnimationFinished;
}
}
private async void AnimationFinished(StringName name)
{
await LoadingGlobalData();
if (_mainMenuScene == null)
{
return;
}
private async void AnimationFinished(StringName name)
{
await LoadingGlobalData();
if (_mainMenuScene == null)
{
return;
}
GetTree().ChangeSceneToPacked(_mainMenuScene);
}
GetTree().ChangeSceneToPacked(_mainMenuScene);
}
/// <summary>
/// <para>Load the game's global data</para>
/// <para>加载游戏的全局数据</para>
/// </summary>
private async Task LoadingGlobalData()
{
//Loading App configuration
//加载App配置
var appConfigData = AppConfig.LoadFromFile();
if (appConfigData != null)
{
AppConfig.ApplyAppConfig(appConfigData);
}
/// <summary>
/// <para>Load the game's global data</para>
/// <para>加载游戏的全局数据</para>
/// </summary>
private async Task LoadingGlobalData()
{
//Loading App configuration
//加载App配置
var appConfigData = AppConfig.LoadFromFile();
if (appConfigData != null)
{
AppConfig.ApplyAppConfig(appConfigData);
}
//Set the minimum log level to Info in debug mode.(Print all logs)
//在调试模式下将最小日志等级设置为Info。打印全部日志
//Disable all logs in the release version.
//在发行版禁用所有日志。
LogCat.MinLogLevel = Config.IsDebug() ? LogCat.InfoLogLevel : LogCat.DisableAllLogLevel;
ContributorDataManager.RegisterAllContributorData();
DeathInfoGenerator.RegisterDeathInfoHandler(new SelfDeathInfoHandler());
MapGenerator.RegisterRoomInjectionProcessor(new ChanceRoomInjectionProcessor());
MapGenerator.RegisterRoomInjectionProcessor(new TimeIntervalRoomInjectorProcessor());
//Register the corresponding encoding provider to solve the problem of garbled Chinese path of the compressed package
//注册对应的编码提供程序,解决压缩包中文路径乱码问题
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
//创建游戏数据文件夹
var dataPath = Config.GetGameDataDirectory();
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
//Set the minimum log level to Info in debug mode.(Print all logs)
//在调试模式下将最小日志等级设置为Info。打印全部日志
//Disable all logs in the release version.
//在发行版禁用所有日志。
LogCat.MinLogLevel = Config.IsDebug() ? LogCat.InfoLogLevel : LogCat.DisableAllLogLevel;
ContributorDataManager.RegisterAllContributorData();
DeathInfoGenerator.RegisterDeathInfoHandler(new SelfDeathInfoHandler());
MapGenerator.RegisterRoomInjectionProcessor(new ChanceRoomInjectionProcessor());
MapGenerator.RegisterRoomInjectionProcessor(new TimeIntervalRoomInjectorProcessor());
//Register the corresponding encoding provider to solve the problem of garbled Chinese path of the compressed package
//注册对应的编码提供程序,解决压缩包中文路径乱码问题
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
//创建游戏数据文件夹
var dataPath = Config.GetGameDataDirectory();
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
//Registered camp
//注册阵营
var defaultCamp = new Camp(Config.CampId.Default)
{
FriendInjury = true
};
CampManager.SetDefaultCamp(defaultCamp);
var mazoku = new Camp(Config.CampId.Mazoku);
CampManager.AddCamp(mazoku);
var aborigines = new Camp(Config.CampId.Aborigines);
CampManager.AddCamp(aborigines);
//Register ItemTypes from file
//从文件注册物品类型
ItemTypeRegister.RegisterFromFile();
//Hardcoded ItemTypes Register
//硬编码注册物品类型
ItemTypeRegister.StaticRegister();
//静态注册掉落表
LootRegister.StaticRegister();
await Task.Delay(TimeSpan.FromMilliseconds(500));
}
//Registered camp
//注册阵营
var defaultCamp = new Camp(Config.CampId.Default)
{
FriendInjury = true
};
CampManager.SetDefaultCamp(defaultCamp);
var mazoku = new Camp(Config.CampId.Mazoku);
CampManager.AddCamp(mazoku);
var aborigines = new Camp(Config.CampId.Aborigines);
CampManager.AddCamp(aborigines);
//Register ItemTypes from file
//从文件注册物品类型
ItemTypeRegister.RegisterFromFile();
//Hardcoded ItemTypes Register
//硬编码注册物品类型
ItemTypeRegister.StaticRegister();
//静态注册掉落表
LootRegister.StaticRegister();
await Task.Delay(TimeSpan.FromMilliseconds(500));
}
}

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@ -14,12 +14,19 @@ 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; }
/// <summary>
/// <para>Parent room</para>
/// <para>父级房间</para>
/// </summary>
public Room? ParentRoom { get; set; }
/// <summary>
/// <para>Parent room slot</para>
/// <para>父级房间的插槽</para>

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@ -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>

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@ -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)

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@ -111,6 +111,27 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
var rootNode = roomPlacementData.Room.RootNode;
mapRoot.AddChild(rootNode);
rootNode.Position = roomPlacementData.Position.Value;
//Place navigation Link
//放置导航Link
//计算旧房间插槽的绝对位置。
if (roomPlacementData.Room != null && roomPlacementData.ParentRoom != null )
{
}
// if (roomPlacementData.NewRoomSlot != null && roomPlacementData.ParentRoomSlot != null &&
// roomPlacementData.Position != null)
// {
// var navigationLink2D = new NavigationLink2D();
// navigationLink2D.Position = roomPlacementData.Position.Value;
// var startPosition = roomPlacementData.ParentRoomSlot.StartPosition;
// var actualStart = startPosition + roomPlacementData.Position.Value;
// navigationLink2D.StartPosition = actualStart;
// navigationLink2D.EndPosition = roomPlacementData.NewRoomSlot.StartPosition;
// mapRoot.AddChild(navigationLink2D);
// }
return Task.FromResult(true);
}
@ -142,7 +163,7 @@ 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,
@ -169,21 +190,22 @@ public class PatchworkRoomPlacementStrategy : IRoomPlacementStrategy
var roomPlacementData = new RoomPlacementData
{
Room = 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)