using System; using System.Collections.Generic; using System.Linq; using ColdMint.scripts.debug; using ColdMint.scripts.map.dateBean; using ColdMint.scripts.utils; using Godot; namespace ColdMint.scripts.map.room; /// /// Room /// 房间模板 /// /// ///The room template is like a jigsaw puzzle and participates in the map building process. ///房间模板就像一个拼图,参与到地图的构建过程中。 /// public class Room { private Node2D? _rootNode; private RoomSlot?[]? _roomSlots; private List? _tileMapLayers; private Area2D? _area2D; private CollisionShape2D? _collisionShape2D; public string? EnterRoomEventHandlerId { get; set; } public string? ExitRoomEventHandlerId { get; set; } /// /// Get the corresponding tile layer node based on the tile name /// 根据瓦片名称获取对应的瓦片图层节点 /// /// ///We recommend using the constants defined in . ///建议使用内定义的常量。 /// /// /// Return a Layer node with the same name if it is found, otherwise null. ///如果找到了与其名称相同的Layer节点则返回它,否则返回null。 /// public TileMapLayer? GetTileMapLayer(string layerName) { return _tileMapLayers?.FirstOrDefault(tileMapLayer => tileMapLayer.Name == layerName); } /// /// When a node enters the room /// 当有节点进入房间时 /// /// private void OnEnterRoom(Node node) { if (_rootNode != null) { LogCat.LogWithFormat("enter_the_room_debug", LogCat.LogLabel.Default, LogCat.UploadFormat, node.Name, _rootNode.Name); } if (string.IsNullOrEmpty(EnterRoomEventHandlerId)) { return; } var enterRoomEventHandler = RoomEventManager.GetEnterRoomEventHandler(EnterRoomEventHandlerId); enterRoomEventHandler?.OnEnterRoom(node, this); } /// /// When a node exits the room /// 当有节点退出房间时 /// /// private void OnExitRoom(Node node) { if (_rootNode != null) { LogCat.LogWithFormat("exit_the_room_debug", LogCat.LogLabel.Default, LogCat.UploadFormat, node.Name, _rootNode.Name); } if (string.IsNullOrEmpty(ExitRoomEventHandlerId)) { return; } var exitRoomEventHandler = RoomEventManager.GetExitRoomEventHandler(ExitRoomEventHandlerId); exitRoomEventHandler?.OnExitRoom(node, this); } /// /// The collision shape of the room /// 房间的碰撞形状 /// public CollisionShape2D? RoomCollisionShape2D { get => _collisionShape2D; set => _collisionShape2D = value; } public Area2D? Area2D { get => _area2D; set => _area2D = value; } public PackedScene? RoomScene { get => default; set => AnalyzeRoomData(value); } /// /// Analyze the data of the room /// 解析房间的数据 /// /// private void AnalyzeRoomData(PackedScene? packedScene) { if (packedScene == null) { return; } var node2D = NodeUtils.InstantiatePackedScene(packedScene); if (node2D == null) { //The room node is not of Node2D type. An exception is thrown //房间节点不是Node2D类型,抛出异常 LogCat.LogError("room_root_node_must_be_node2d"); return; } _rootNode = node2D; var tileMapNode = node2D.GetNode("TileMap"); NodeUtils.ForEachNode(tileMapNode, node => { _tileMapLayers ??= []; _tileMapLayers.Add(node); return false; }); _area2D = node2D.GetNode("RoomArea"); _area2D.Monitoring = true; _area2D.SetCollisionLayerValue(Config.LayerNumber.RoomArea, true); //Sets the collision layer that can be detected in the current room area. //设置当前房间区域可检测到的碰撞层。 _area2D.SetCollisionMaskValue(Config.LayerNumber.Player, true); _area2D.BodyExited += OnExitRoom; _area2D.BodyEntered += OnEnterRoom; _collisionShape2D = _area2D.GetChild(0); _roomSlots = GetRoomSlots(GetTileMapLayer(Config.TileMapLayerName.Ground), _area2D, node2D.GetNode("RoomSlotList")); } public Node2D? RootNode => _rootNode; public RoomSlot?[]? RoomSlots => _roomSlots; /// /// GetRoomSlots /// 在房间内获取所有插槽 /// /// /// /// /// private RoomSlot?[]? GetRoomSlots(TileMapLayer? tileMapLayer, Area2D roomArea2D, Node2D slotList) { if (tileMapLayer == null) { return null; } var slotCount = slotList.GetChildCount(); if (slotCount == 0) { return null; } //We calculate the midpoint of the room //我们计算房间的中点 var roomAreaCollisionShape2D = roomArea2D.GetChild(0); var roomAreaRect2 = roomAreaCollisionShape2D.Shape.GetRect(); var midpoint = roomAreaCollisionShape2D.Position + roomAreaRect2.Position + roomAreaRect2.Size / 2; var roomSlots = new List(); for (var i = 0; i < slotCount; i++) { //Got the object in the room slot //拿到了房间槽对象 var area2D = slotList.GetChild(i); //Prevent other areas from detecting the room slot //禁止其他区域检测到房间槽 area2D.Monitorable = false; var collisionShape2D = area2D.GetChild(0); var rect2 = collisionShape2D.Shape.GetRect(); //Round the size of the impactor to the tile size For example, the impactor size 44 is converted to the tile size 44/32=1.375 rounded to 1 //将碰撞体的尺寸四舍五入到瓦片尺寸例如:碰撞体尺寸44,转为瓦片尺寸为 44/32=1.375 四舍五入为1 var intSize = new Vector2I((int)Math.Round(rect2.Size.X / Config.CellSize), (int)Math.Round(rect2.Size.Y / Config.CellSize)); if (intSize.X > 1 && intSize.Y > 1) { LogCat.LogError("width_or_height_of_room_slot_must_be_1"); continue; } //Gets the absolute position of the slot //获取槽位的绝对位置 var startPosition = area2D.Position + collisionShape2D.Position + rect2.Position; var endPosition = area2D.Position + collisionShape2D.Position + rect2.Position + rect2.Size; var midpointOfRoomSlots = area2D.Position + collisionShape2D.Position + rect2.Position + rect2.Size / 2; //Convert to tile map coordinates (midpoint) //转为瓦片地图的坐标(中点) var tileMapStartPosition = tileMapLayer.LocalToMap(startPosition); var tileMapEndPosition = tileMapLayer.LocalToMap(endPosition); var roomSlot = new RoomSlot { EndPosition = tileMapEndPosition, StartPosition = tileMapStartPosition, //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) }; roomSlots.Add(roomSlot); } return roomSlots.ToArray(); } }