Traveller/scripts/map/room/RoomFactory.cs
Cold-Mint 929dfb5f2f
Unified Resource loading api, projectile weapon allows to configure spells.
统一资源加载的api,抛射体武器允许配置法术。
2024-10-09 10:49:10 +08:00

97 lines
3.2 KiB
C#
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using System.Collections.Generic;
using System.IO;
using ColdMint.scripts.utils;
using Godot;
using FileAccess = Godot.FileAccess;
namespace ColdMint.scripts.map.room;
/// <summary>
/// <para>The room template factory is used to generate room templates</para>
/// <para>房间模板工厂用于生成房间模板</para>
/// </summary>
public static class RoomFactory
{
/// <summary>
/// <para>A room template sets a path to a room resource</para>
/// <para>房间模板集转房间资源路径</para>
/// </summary>
/// <param name="roomTemplateSet"></param>
/// <returns>
/// <para>Returned value Checked for the existence of the file.</para>
/// <para>返回值已检验文件是否存在。</para>
/// </returns>
public static string[] RoomTemplateSetToRoomRes(string[] roomTemplateSet)
{
var resList = new List<string>();
foreach (var roomTemplate in roomTemplateSet)
{
var roomTemplatePath = ResUtils.GetRunTimeResPath(roomTemplate);
//Detects whether it is a folder
//检测是否为文件夹
if (DirAccess.DirExistsAbsolute(roomTemplatePath))
{
using var dir = DirAccess.Open(roomTemplatePath);
if (dir != null)
{
dir.ListDirBegin();
var fileName = dir.GetNext();
while (!string.IsNullOrEmpty(fileName))
{
if (!dir.CurrentIsDir())
{
resList.Add(Path.Join(roomTemplatePath, fileName));
}
fileName = dir.GetNext();
}
}
}
if (FileAccess.FileExists(roomTemplatePath))
{
resList.Add(roomTemplatePath);
}
}
return resList.ToArray();
}
/// <summary>
/// <para>CreateRoom</para>
/// <para>创建房间模板</para>
/// </summary>
/// <param name="resPath">
///<para>resources path</para>
///<para>资源路径</para>
/// </param>
/// <param name="enterRoomEventHandlerId">
///<para>The ID of the event handler when entering the room</para>
///<para>进入房间时的事件处理器ID</para>
/// </param>
/// <param name="exitRoomEventHandlerId">
///<para>Event handler ID when exiting the room</para>
///<para>退出房间时的事件处理器ID</para>
/// </param>
/// <returns></returns>
public static Room? CreateRoom(string resPath, string? enterRoomEventHandlerId = null,
string? exitRoomEventHandlerId = null)
{
//If the file does not exist, null is returned
//如果文件不存在则返回null
var exists = FileAccess.FileExists(resPath);
if (!exists)
{
return null;
}
var room = new Room
{
RoomScene = ResourceLoader.Load<PackedScene>(ResUtils.GetEditorResPath(resPath)),
EnterRoomEventHandlerId = enterRoomEventHandlerId,
ExitRoomEventHandlerId = exitRoomEventHandlerId
};
return room;
}
}