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