Traveller/scripts/map/dateBean/RoomSlot.cs

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C#
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using System;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map.dateBean;
/// <summary>
/// <para>RoomSlot</para>
/// <para>槽</para>
/// </summary>
public class RoomSlot
{
/// <summary>
/// <para>Return True if the slot already matches</para>
/// <para>如果此槽已匹配那么返回True</para>
/// </summary>
public bool Matched { get; set; }
/// <summary>
/// <para>The starting position of the room slot</para>
/// <para>房间插槽的开始位置</para>
/// </summary>
///<remarks>
///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
/// </remarks>
public Vector2I StartPosition { get; set; }
/// <summary>
/// <para>The midpoint of the slot</para>
/// <para>插槽的中点位置</para>
/// </summary>
///<remarks>
///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
/// </remarks>
public Vector2I MidpointPosition { get; set; }
/// <summary>
/// <para>The end position of the room slot</para>
/// <para>房间插槽的结束位置</para>
/// </summary>
///<remarks>
///<para>As opposed to a tile map. Convert to local location please call <see cref="TileMap.MapToLocal"/></para>
///<para>相对于瓦片地图而言的。转换为本地位置请调用<see cref="TileMap.MapToLocal"/></para>
/// </remarks>
public Vector2I EndPosition { get; set; }
/// <summary>
/// <para>Is it a horizontal slot</para>
/// <para>是水平方向的槽吗</para>
/// </summary>
public bool IsHorizontal => StartPosition.Y == EndPosition.Y;
/// <summary>
/// <para>Distance from the midpoint of the slot to the midpoint of the room (tile size)</para>
/// <para>此槽的中点到房间中点的距离(瓦片尺寸)</para>
/// </summary>
/// <remarks>
///<para>Element 1 represents left and right, element 2 represents up and down</para>
///<para>元素1代表左右元素2代表上下</para>
/// </remarks>
public CoordinateUtils.OrientationDescribe[]? DistanceToMidpointOfRoom { get; set; }
public int Length => Math.Max(Math.Abs(EndPosition.X - StartPosition.X), Math.Abs(EndPosition.Y - StartPosition.Y)) + 1;
}