using System;
using System.Collections.Generic;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.dateBean;
using ColdMint.scripts.map.interfaces;
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 : IRoom
{
private Node2D? _rootNode;
private RoomSlot?[]? _roomSlots;
private TileMap? _tileMap;
public PackedScene? RoomScene
{
get => default;
set => AnalyzeRoomData(value);
}
public TileMap? TileMap
{
get => _tileMap;
set => _tileMap = value;
}
///
/// Analyze the data of the room
/// 解析房间的数据
///
///
private void AnalyzeRoomData(PackedScene? packedScene)
{
var node = packedScene?.Instantiate();
if (node is not Node2D node2D)
{
//房间节点不是Node2D类型,抛出异常
LogCat.LogError("room_root_node_must_be_node2d");
return;
}
_rootNode = node2D;
_tileMap = node2D.GetNode("TileMap");
_roomSlots = GetRoomSlots(_tileMap, node2D.GetNode("RoomArea"),
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(TileMap? tileMap, Area2D roomArea2D, Node2D slotList)
{
if (tileMap == null)
{
return null;
}
var slotCount = slotList.GetChildCount();
if (slotCount == 0)
{
return null;
}
//region 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;
//endregion
var roomSlots = new List();
for (int i = 0; i < slotCount; i++)
{
//拿到了房间卡槽对象
var area2D = slotList.GetChild(i);
var collisionShape2D = area2D.GetChild(0);
var rect2 = collisionShape2D.Shape.GetRect();
//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;
}
//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;
//转为瓦片地图的坐标(中点)
var tileMapStartPosition = tileMap.LocalToMap(startPosition);
var tileMapEndPosition = tileMap.LocalToMap(endPosition);
var roomSlot = new RoomSlot();
roomSlot.EndPosition = tileMapEndPosition;
roomSlot.StartPosition = tileMapStartPosition;
//计算槽位的方向(房间中点为原点,指向槽位中点的向量)
roomSlot.DistanceToMidpointOfRoom = CoordinateUtils.VectorToOrientationArray(midpoint, midpointOfRoomSlots);
roomSlots.Add(roomSlot);
}
return roomSlots.ToArray();
}
}