Add sequential layout diagram parsing policies.
添加顺序的布局图解析策略。
This commit is contained in:
parent
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83
data/levelGraphs/test.json
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83
data/levelGraphs/test.json
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@ -0,0 +1,83 @@
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{
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"ConnectionDataList": [
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{
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"FromId": "c0255eb6-2c75-44f7-9058-0921fe8fb0d8",
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"ToId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"ToId": "c604e1ef-f3e7-4189-a6f7-ab2bd23d5130",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"ToId": "bb9da3f9-911f-465f-af2e-be1325f17d15",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "c604e1ef-f3e7-4189-a6f7-ab2bd23d5130",
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"ToId": "c9e860b9-e001-4b9b-9e6d-adf132beb64f",
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"FromPort": 0,
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"ToPort": 0
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},
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{
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"FromId": "bb9da3f9-911f-465f-af2e-be1325f17d15",
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"ToId": "c9e860b9-e001-4b9b-9e6d-adf132beb64f",
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"FromPort": 0,
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"ToPort": 0
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}
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],
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"RoomNodeDataList": [
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{
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"Id": "c0255eb6-2c75-44f7-9058-0921fe8fb0d8",
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"Title": "起点房间",
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"Description": "测试的起点房间。",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon/initialRoom.tscn"
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],
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"Tags": [
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"StartingRoom"
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]
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},
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{
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"Id": "4ae948ea-82b7-4b2d-bec2-19ed8a9d4c03",
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"Title": "大厅",
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"Description": "比普通房间要大一些的房间,有多个门,用于连接到其他房间。",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon/utilityRoom.tscn"
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],
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"Tags": null
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},
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{
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"Id": "c604e1ef-f3e7-4189-a6f7-ab2bd23d5130",
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"Title": "普通房间1",
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"Description": "测试使用。",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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"Id": "bb9da3f9-911f-465f-af2e-be1325f17d15",
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"Title": "普通房间2",
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"Description": "测试使用。",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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},
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{
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"Id": "c9e860b9-e001-4b9b-9e6d-adf132beb64f",
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"Title": "Boos房间",
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"Description": "关卡结束的地方。",
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"RoomTemplateSet": [
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"res://prefab/roomTemplates/dungeon"
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],
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"Tags": null
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}
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]
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}
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@ -3,6 +3,8 @@ using ColdMint.scripts.character;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.map;
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using ColdMint.scripts.map.LayoutParsingStrategy;
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using ColdMint.scripts.map.layoutStrategy;
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using ColdMint.scripts.map.room;
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using ColdMint.scripts.map.roomHolder;
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using ColdMint.scripts.map.RoomPlacer;
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@ -34,6 +36,7 @@ public partial class GameSceneLoader : SceneLoaderTemplate
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public override async Task LoadScene()
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{
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MapGenerator.LayoutStrategy = new TestLayoutStrategy();
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MapGenerator.LayoutParsingStrategy = new SequenceLayoutParsingStrategy();
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}
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}
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@ -4,7 +4,7 @@ using Godot;
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namespace ColdMint.scripts.loader.sceneLoader;
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/// <summary>
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/// <para>场景加载器模板</para>
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/// <para>The scene loader template</para>
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/// <para>场景加载器模板</para>
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/// </summary>
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public partial class SceneLoaderTemplate : Node2D, ISceneLoaderContract
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@ -1,7 +1,7 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.levelGraphEditor;
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namespace ColdMint.scripts.map;
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namespace ColdMint.scripts.map.LayoutParsingStrategy;
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/// <summary>
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/// <para>Layout parsing strategy</para>
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@ -0,0 +1,215 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using ColdMint.scripts.levelGraphEditor;
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namespace ColdMint.scripts.map.LayoutParsingStrategy;
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/// <summary>
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/// <para>Sequential layout diagram parsing strategy</para>
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/// <para>顺序的布局图解析策略</para>
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/// </summary>
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/// <remarks>
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///<para>Traverse from the start element to the end element according to the ConnectionDataList. This policy considers the first element of the ConnectionDataList to be the fixed starting room information.</para>
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///<para>按照ConnectionDataList从起始元素遍历到末项元素。本策略认为ConnectionDataList的首个元素为固定的起始房间信息。</para>
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/// <para></para>
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/// <para>This policy's Next() method does not return rooms that are not connected except for the start room</para>
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/// <para>本策略Next()方法不会返回除了起始房间外,没有连接的房间</para>
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/// </remarks>
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public class SequenceLayoutParsingStrategy : ILayoutParsingStrategy
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{
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private LevelGraphEditorSaveData? _levelGraphEditorSaveData;
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//Check whether data Settings are valid
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//设置数据时,是否检查合法了
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private bool _checkLegality;
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//A special marker for the starting room.
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//特殊标记,代表起始房间。
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private const int StartingRoomIndex = -1;
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//The connection index of the query
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//查询的连接索引
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private int _index = StartingRoomIndex;
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private int _maxIndex;
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private Dictionary<string, RoomNodeData> _roomNodeDataDictionary = new Dictionary<string, RoomNodeData>();
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public void SetLevelGraph(LevelGraphEditorSaveData levelGraphEditorSaveData)
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{
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_index = StartingRoomIndex;
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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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//No room data, unable to parse.
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//没有房间数据,无法解析。
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return;
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}
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if (_levelGraphEditorSaveData.ConnectionDataList == null ||
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_levelGraphEditorSaveData.ConnectionDataList.Count == 0)
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{
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_maxIndex = 0;
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}
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else
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{
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_maxIndex = _levelGraphEditorSaveData.ConnectionDataList.Count - 1;
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}
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_roomNodeDataDictionary.Clear();
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foreach (var roomNodeData in _levelGraphEditorSaveData.RoomNodeDataList)
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{
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if (roomNodeData.Id == null)
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{
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continue;
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}
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_roomNodeDataDictionary.Add(roomNodeData.Id, roomNodeData);
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}
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//Check that the first room is the starting room.
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//检查首个房间是否为起始房间。
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var firstRoom = GetFirstRoom(_levelGraphEditorSaveData);
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if (firstRoom == null)
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{
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return;
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}
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_checkLegality = firstRoom.HasTag(Config.RoomDataTag.StartingRoom);
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}
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/// <summary>
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/// <para>Get the first room</para>
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/// <para>获取第一个房间</para>
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/// </summary>
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/// <param name="levelGraphEditorSaveData"></param>
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/// <returns></returns>
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private RoomNodeData? GetFirstRoom(LevelGraphEditorSaveData? levelGraphEditorSaveData)
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{
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if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
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levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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{
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return null;
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}
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RoomNodeData? firstRoom = null;
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if (levelGraphEditorSaveData.ConnectionDataList == null ||
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levelGraphEditorSaveData.ConnectionDataList.Count == 0)
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{
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//If there is no connection information, then fetch the first room in the RoomNodeDataList.
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//如果没有连接信息,那么在RoomNodeDataList内取出第一个房间。
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firstRoom = levelGraphEditorSaveData.RoomNodeDataList[0];
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}
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else
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{
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//If there is connection information, then fetch the first connected From room in the ConnectionDataList.
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//如果有连接信息,那么在ConnectionDataList内取出第一个连接的From房间。
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var firstConnection = levelGraphEditorSaveData.ConnectionDataList[0];
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if (firstConnection.FromId == null)
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{
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return firstRoom;
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}
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if (_roomNodeDataDictionary.TryGetValue(firstConnection.FromId, out var value))
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{
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firstRoom = value;
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}
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}
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return firstRoom;
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}
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public Task<RoomNodeData?> Next()
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{
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if (_index == StartingRoomIndex)
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{
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return Task.FromResult(GetFirstRoom(_levelGraphEditorSaveData));
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}
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var connectionData = GetIndexOfConnectionData(_index);
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if (connectionData == null)
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{
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return Task.FromResult<RoomNodeData?>(null);
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}
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if (connectionData.ToId == null)
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{
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return Task.FromResult<RoomNodeData?>(null);
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}
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if (_roomNodeDataDictionary.TryGetValue(connectionData.ToId, out var value))
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{
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return Task.FromResult<RoomNodeData?>(value);
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}
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return Task.FromResult<RoomNodeData?>(null);
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}
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/// <summary>
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/// <para>Gets connection information for the specified location</para>
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/// <para>获取指定位置的连接信息</para>
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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private ConnectionData? GetIndexOfConnectionData(int index)
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{
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if (_levelGraphEditorSaveData == null)
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{
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return null;
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}
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if (_levelGraphEditorSaveData.ConnectionDataList == null ||
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_levelGraphEditorSaveData.ConnectionDataList.Count == 0)
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{
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return null;
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}
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return _levelGraphEditorSaveData.ConnectionDataList[index];
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}
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public Task<string?> GetNextParentNodeId()
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{
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if (_index == StartingRoomIndex)
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{
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//The start room will not have a parent node.
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//起始房间不会有父节点。
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return Task.FromResult<string?>(null);
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}
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var connectionData = GetIndexOfConnectionData(_index);
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if (connectionData == null)
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{
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return Task.FromResult<string?>(null);
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}
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if (connectionData.FromId == null)
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{
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return Task.FromResult<string?>(null);
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}
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if (_roomNodeDataDictionary.ContainsKey(connectionData.FromId))
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{
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return Task.FromResult<string?>(connectionData.FromId);
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}
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return Task.FromResult<string?>(null);
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}
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public Task<bool> HasNext()
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{
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if (!_checkLegality)
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{
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//If the check is not valid, then simply return false
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//如果检查不合法,那么直接返回false
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return Task.FromResult(false);
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}
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if (_index == StartingRoomIndex)
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{
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//The start room is always considered to have the next room, in order to handle situations where levelGraphEditorSaveData has only room data and no connection data.
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//起始房间始终被认为有下一个房间,这是为了处理levelGraphEditorSaveData仅有房间数据,没有连接数据的情况。
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_index++;
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return Task.FromResult(true);
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}
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return Task.FromResult(_index < _maxIndex);
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}
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}
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@ -2,6 +2,8 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.map.interfaces;
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using ColdMint.scripts.map.LayoutParsingStrategy;
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using ColdMint.scripts.map.layoutStrategy;
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namespace ColdMint.scripts.map;
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@ -67,7 +69,8 @@ public static class MapGenerator
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//Get the layout data
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//拿到布局图数据
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var levelGraphEditorSaveData = await _layoutStrategy.GetLayout();
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if (levelGraphEditorSaveData.RoomNodeDataList == null || levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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if (levelGraphEditorSaveData == null || levelGraphEditorSaveData.RoomNodeDataList == null ||
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levelGraphEditorSaveData.RoomNodeDataList.Count == 0)
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{
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LogCat.LogError("map_generator_attempts_to_parse_empty_layout_diagrams");
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return;
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@ -1,7 +1,7 @@
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using System.Threading.Tasks;
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using ColdMint.scripts.levelGraphEditor;
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namespace ColdMint.scripts.map;
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namespace ColdMint.scripts.map.layoutStrategy;
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public interface ILayoutStrategy
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{
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@ -10,5 +10,5 @@ public interface ILayoutStrategy
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/// <para>获取布局图</para>
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/// </summary>
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/// <returns></returns>
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public Task<LevelGraphEditorSaveData> GetLayout();
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public Task<LevelGraphEditorSaveData?> GetLayout();
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}
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32
scripts/map/layoutStrategy/TestLayoutStrategy.cs
Normal file
32
scripts/map/layoutStrategy/TestLayoutStrategy.cs
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using System.Threading.Tasks;
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using ColdMint.scripts.levelGraphEditor;
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using ColdMint.scripts.serialization;
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using Godot;
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namespace ColdMint.scripts.map.layoutStrategy;
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/// <summary>
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/// <para>Layout selection strategy to use at test time</para>
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/// <para>测试时使用的布局选择策略</para>
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/// </summary>
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public class TestLayoutStrategy : ILayoutStrategy
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{
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private string _path = "res://data/levelGraphs/test.json";
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public Task<LevelGraphEditorSaveData?> GetLayout()
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{
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var exists = FileAccess.FileExists(_path);
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if (!exists)
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{
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return Task.FromResult<LevelGraphEditorSaveData?>(null);
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}
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var json = FileAccess.GetFileAsString(_path);
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if (json == null)
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{
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return Task.FromResult<LevelGraphEditorSaveData?>(null);
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}
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return Task.FromResult(JsonSerialization.Deserialize<LevelGraphEditorSaveData>(json));
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}
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}
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@ -43,6 +43,18 @@ public static class JsonSerialization
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{
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return JsonSerializer.Serialize(obj, _options);
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}
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/// <summary>
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/// <para>Deserialize Json to an object</para>
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/// <para>将Json反序列化为对象</para>
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/// </summary>
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/// <param name="json"></param>
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/// <typeparam name="T"></typeparam>
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/// <returns></returns>
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public static T? Deserialize<T>(string json)
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{
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return JsonSerializer.Deserialize<T>(json, _options);
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}
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public static async Task<T?> ReadJsonFileToObj<T>(Stream openStream)
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{
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