Traveller/scripts/loader/sceneLoader/GameSceneLoader.cs
Cold-Mint 74c85cd5a7
Support for generating creatures on the map, adding the game end screen.
支持在地图上生成生物了,加入了游戏结束的画面。
2024-06-03 22:58:59 +08:00

92 lines
3.3 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System.Threading.Tasks;
using ColdMint.scripts.inventory;
using ColdMint.scripts.map;
using ColdMint.scripts.map.LayoutParsingStrategy;
using ColdMint.scripts.map.layoutStrategy;
using ColdMint.scripts.map.RoomPlacer;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.loader.sceneLoader;
public partial class GameSceneLoader : SceneLoaderTemplate
{
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;
//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 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(); };
}
_seedLabel = GetNodeOrNull<Label>("CanvasLayer/Control/SeedLabel");
if (_seedLabel != null)
{
_seedLabel.Visible = Config.IsDebug();
}
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("seed_info", MapGenerator.Seed);
if (seedInfo == null)
{
_seedLabel.Text = $"Seed: {MapGenerator.Seed}";
}
else
{
_seedLabel.Text = seedInfo;
}
}
await MapGenerator.GenerateMap();
}
}