Fixed an issue where maps could not be generated after exporting the project.

解决导出项目后,无法生成地图的问题。
This commit is contained in:
Cold-Mint 2024-05-26 19:09:43 +08:00
parent b0da4b049e
commit fdb8b88c1e
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
8 changed files with 72 additions and 10 deletions

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@ -16,3 +16,4 @@ failed_to_calculate_the_room_location,计算房间{0}位置时失败。,Failed t
place_existing_rooms,放置已存在的房间{0}。,Place existing rooms {0}.,既存の部屋を置きます{0}。
room_placement_failed,房间{0}放置失败。,Room {0} placement failed.,部屋{0}の放置に失敗します。
room_placement_information,房间{0}已被成功放置在{1}。,Room {0} has been successfully placed in {1}.,部屋{0}を{1}に配置しました。
slogan_not_exist,找不到位于{0}的标语文件。,The tagline file at {0} could not be found.,{0}にある標語ファイルが見つかりません。
1 id zh en jp
16 place_existing_rooms 放置已存在的房间{0}。 Place existing rooms {0}. 既存の部屋を置きます{0}。
17 room_placement_failed 房间{0}放置失败。 Room {0} placement failed. 部屋{0}の放置に失敗します。
18 room_placement_information 房间{0}已被成功放置在{1}。 Room {0} has been successfully placed in {1}. 部屋{0}を{1}に配置しました。
19 slogan_not_exist 找不到位于{0}的标语文件。 The tagline file at {0} could not be found. {0}にある標語ファイルが見つかりません。

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@ -139,6 +139,16 @@ public static class Config
return OS.HasFeature("debug");
}
/// <summary>
/// <para>Whether to run on the editor</para>
/// <para>是否在编辑器上运行</para>
/// </summary>
/// <returns></returns>
public static bool IsEditor()
{
return OS.HasFeature("editor");
}
public enum OsEnum
{
//unknown

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@ -14,10 +14,13 @@ public partial class HealthBar : TextureProgressBar
/// </summary>
public void SetFriendlyTones()
{
//The border color is Open Gray 0
//边框颜色为Open Gray 0
TintOver = new Color("#f8f9fa");
//The background color is Open Green 1
//背景色为Open Green 1
TintUnder = new Color("#d3f9d8");
//The progress bar color is Open Green 5
//进度条颜色为Open Green 5
TintProgress = new Color("#51cf66");
}
@ -28,10 +31,13 @@ public partial class HealthBar : TextureProgressBar
/// </summary>
public void SetEnemyTones()
{
//The border color is Open Gray 0
//边框颜色为Open Gray 0
TintOver = new Color("#f8f9fa");
//The background color is Open Red 1
//背景色为Open Red 1
TintUnder = new Color("#ffe3e3");
//The progress bar color is Open Red 5
//进度条颜色为Open Red 5
TintProgress = new Color("#ff6b6b");
}

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@ -26,11 +26,12 @@ public static class RoomFactory
var resList = new List<string>();
foreach (var roomTemplate in roomTemplateSet)
{
var roomTemplatePath = ResUtils.GetRunTimeResPath(roomTemplate);
//Detects whether it is a folder
//检测是否为文件夹
if (DirAccess.DirExistsAbsolute(roomTemplate))
if (DirAccess.DirExistsAbsolute(roomTemplatePath))
{
using var dir = DirAccess.Open(roomTemplate);
using var dir = DirAccess.Open(roomTemplatePath);
if (dir != null)
{
dir.ListDirBegin();
@ -39,7 +40,7 @@ public static class RoomFactory
{
if (!dir.CurrentIsDir())
{
resList.Add(Path.Join(roomTemplate, fileName));
resList.Add(Path.Join(roomTemplatePath, fileName));
}
fileName = dir.GetNext();
@ -47,9 +48,9 @@ public static class RoomFactory
}
}
if (FileAccess.FileExists(roomTemplate))
if (FileAccess.FileExists(roomTemplatePath))
{
resList.Add(roomTemplate);
resList.Add(roomTemplatePath);
}
}
@ -75,7 +76,7 @@ public static class RoomFactory
var room = new Room
{
RoomScene = GD.Load<PackedScene>(ResUtils.GetAbsolutePath(resPath))
RoomScene = GD.Load<PackedScene>(ResUtils.GetEditorResPath(resPath))
};
return room;
}

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@ -2,17 +2,61 @@
namespace ColdMint.scripts.utils;
public class ResUtils
/// <summary>
/// <para>ResUtils</para>
/// <para>资源文件工具类</para>
/// </summary>
public static class ResUtils
{
/// <summary>
/// <para>The suffix that the game engine adds to the resource file while the game is running</para>
/// <para>游戏运行时,游戏引擎为资源文件添加的后缀</para>
/// </summary>
private const string Suffix = ".remap";
/// <summary>
/// <para>The game returns the res directory with a.remap suffix at runtime, causing an error while loading the resource</para>
/// <para>游戏在运行时返回res目录后带有.remap后缀导致加载资源时出错</para>
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string GetAbsolutePath(string path)
public static string GetEditorResPath(string path)
{
var index = path.LastIndexOf(".remap", StringComparison.Ordinal);
if (Config.IsEditor())
{
return path;
}
var index = path.LastIndexOf(Suffix, StringComparison.Ordinal);
return index > -1 ? path[..index] : path;
}
/// <summary>
/// <para>Gets the runtime path of the resource file</para>
/// <para>获取资源文件运行时路径</para>
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public static string GetRunTimeResPath(string path)
{
if (Config.IsEditor())
{
return path;
}
//Determine whether the path is a file path
//判断路径是否为文件路径
var symbolIndex = path.LastIndexOf('.');
if (symbolIndex > -1)
{
//Found the file symbol
//找到了文件符号
var index = path.LastIndexOf(Suffix, StringComparison.Ordinal);
return index > -1 ? path : path + Suffix;
}
else
{
return path;
}
}
}