292 lines
9.8 KiB
C#
292 lines
9.8 KiB
C#
using System;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.projectile;
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using Godot;
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using Packsack = ColdMint.scripts.inventory.Packsack;
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using PacksackUi = ColdMint.scripts.loader.uiLoader.PacksackUi;
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using WeaponTemplate = ColdMint.scripts.weapon.WeaponTemplate;
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namespace ColdMint.scripts.utils;
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/// <summary>
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/// <para>Node Utils</para>
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/// <para>节点工具</para>
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/// </summary>
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public static class NodeUtils
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{
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/// <summary>
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/// <para>Delete all child nodes</para>
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/// <para>删除所有子节点</para>
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/// </summary>
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/// <param name="parent"></param>
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public static int DeleteAllChild(Node parent)
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{
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var deleteNumber = 0;
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var count = parent.GetChildCount();
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if (count <= 0) return deleteNumber;
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for (var i = 0; i < count; i++)
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{
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var node = parent.GetChild(0);
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parent.RemoveChild(node);
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node.QueueFree();
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deleteNumber++;
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}
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return deleteNumber;
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}
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/// <summary>
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/// <para>Call the method to set the parent node at leisure</para>
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/// <para>在空闲时刻调用设置父节点的方法</para>
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/// </summary>
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/// <param name="parentNode"></param>
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/// <param name="childNode"></param>
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public static void CallDeferredReparent(Node parentNode, Node childNode)
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{
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childNode.CallDeferred("reparent", parentNode);
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}
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/// <summary>
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/// <para>ShowNode</para>
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/// <para>显示节点</para>
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/// </summary>
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/// <param name="node">
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///<para>node</para>
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///<para>节点</para>
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/// </param>
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/// <returns>
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///<para>Is it displayed successfully?</para>
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///<para>是否显示成功</para>
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/// </returns>
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public static bool ShowNode(Node node)
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{
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if (node is Node2D node2D)
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{
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node2D.Show();
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return true;
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}
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if (node is CanvasItem canvasItem)
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{
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canvasItem.Show();
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return true;
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}
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return false;
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}
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/// <summary>
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/// <para>hidden node</para>
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/// <para>隐藏节点</para>
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/// </summary>
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/// <param name="node">
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///<para>Node to hide</para>
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///<para>要隐藏的节点</para>
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/// </param>
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/// <returns>
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///<para>Hide success or not</para>
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///<para>是否隐藏成功</para>
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/// </returns>
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public static bool HideNode(Node node)
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{
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if (node is Node2D node2D)
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{
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node2D.Hide();
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return true;
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}
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if (node is CanvasItem canvasItem)
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{
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canvasItem.Hide();
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return true;
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}
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return false;
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}
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/// <summary>
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/// <para>Sets child nodes for a node</para>
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/// <para>为某个节点设置子节点</para>
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/// </summary>
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/// <param name="parentNode"></param>
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/// <param name="childNode"></param>
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public static void CallDeferredAddChild(Node parentNode, Node childNode)
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{
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parentNode.CallDeferred("add_child", childNode);
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}
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/// <summary>
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/// <para>Traverse the child nodes of type T under the parent node</para>
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/// <para>遍历父节点下T类型的子节点</para>
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/// </summary>
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/// <param name="parent"></param>
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/// <param name="func">
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///<para>A function that handles callbacks and returns true to terminate the traversal of the node</para>
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///<para>用于处理回调的函数,返回true终止遍历节点</para>
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/// </param>
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/// <typeparam name="T">
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///<para>When the type is specified as Node, all child nodes are returned.</para>
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///<para>当指定类型为Node时,将返回所有子节点。</para>
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/// </typeparam>
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public static void ForEachNode<T>(Node parent, Func<T, bool> func) where T : Node
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{
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var count = parent.GetChildCount();
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if (count <= 0)
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{
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return;
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}
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for (var i = 0; i < count; i++)
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{
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var node = parent.GetChild(i);
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if (node is not T t) continue;
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if (func.Invoke(t))
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{
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break;
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}
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}
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}
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/// <summary>
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/// <para>All child nodes are removed asynchronously</para>
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/// <para>异步删除所有子节点</para>
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/// </summary>
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/// <param name="parent"></param>
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/// <returns></returns>
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public static async Task<int> DeleteAllChildAsync(Node parent)
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{
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return await Task.Run(() => DeleteAllChild(parent));
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}
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/// <summary>
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/// <para>Gets the node closest to the origin</para>
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/// <para>获取距离原点最近的节点</para>
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/// </summary>
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/// <param name="origin">
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///<para>origin</para>
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///<para>原点</para>
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/// </param>
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/// <param name="array">
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///<para>Node array</para>
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///<para>节点数组</para>
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/// </param>
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/// <param name="excludeInvisibleNodes">
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///<para>Whether or not unseen nodes should be excluded</para>
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///<para>是否排除不可见的节点</para>
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/// </param>
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/// <param name="filter">
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///<para>Filter, which returns true within the function to filter the specified node.</para>
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///<para>过滤器,在函数内返回true,则过滤指定节点。</para>
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/// </param>
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/// <returns></returns>
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public static Node2D? GetTheNearestNode(Node2D origin, Node[] array,
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bool excludeInvisibleNodes = true, Func<Node2D, bool>? filter = null)
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{
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var closestDistance = float.MaxValue;
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Node2D? closestNode = null;
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foreach (var node in array)
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{
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if (node is not Node2D node2D) continue;
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if (excludeInvisibleNodes && !node2D.Visible)
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{
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//If invisible nodes are excluded and the current node is invisible, then the next.
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//如果排除不可见的节点,且当前节点就是不可见的,那么下一个。
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continue;
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}
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if (filter != null && filter.Invoke(node2D))
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{
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//If there is a filter, and the filter returns true, then the next.
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//如果有过滤器,且过滤器返回true,那么下一个。
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continue;
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}
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var distance = node2D.GlobalPosition.DistanceTo(origin.GlobalPosition);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestNode = node2D;
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}
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}
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return closestNode;
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}
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/// <summary>
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/// <para>Find the corresponding container node based on the child node</para>
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/// <para>根据子节点查找对应的容器节点</para>
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/// </summary>
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/// <remarks>
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///<para>We want child nodes to be placed under a specific parent node to facilitate the same management. For example, the weapon node should be placed inside the Weapon container node. We call a parent node of the same type as a child node a "container". This method is used to find the corresponding node container based on the type of the child node.</para>
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///<para>我们希望子节点被放置在特定的父节点下,方便同一管理。例如:武器节点应该被放置在“武器容器”节点内。我们将子节点的类型相同的父节点叫做“容器”。此方法用于根据子节点的类型查找对应的节点容器。</para>
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/// </remarks>
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/// <param name="childNode">
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///<para>childNode</para>
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///<para>子节点</para>
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/// </param>
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/// <param name="defaultParentNode">
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///<para>Default parent, which returns the default node if it cannot be matched by type.</para>
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///<para>默认父节点,当按照类型无法匹配时,将返回默认节点。</para>
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/// </param>
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/// <returns></returns>
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public static Node FindContainerNode(Node childNode, Node defaultParentNode)
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{
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if (GameSceneNodeHolder.ProjectileContainer != null && childNode is Projectile)
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{
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return GameSceneNodeHolder.ProjectileContainer;
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}
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if (GameSceneNodeHolder.WeaponContainer != null && childNode is WeaponTemplate)
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{
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return GameSceneNodeHolder.WeaponContainer;
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}
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if (GameSceneNodeHolder.PacksackContainer != null && childNode is Packsack)
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{
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return GameSceneNodeHolder.PacksackContainer;
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}
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if (GameSceneNodeHolder.BackpackUiContainer != null && childNode is PacksackUi)
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{
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return GameSceneNodeHolder.BackpackUiContainer;
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}
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return defaultParentNode;
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}
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/// <summary>
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/// <para>Instantiate the scene and transform it into a node of the target type</para>
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/// <para>实例化场景并将其转换为目标类型的节点</para>
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/// </summary>
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/// <param name="packedScene">
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///<para>packedScene</para>
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///<para>打包的场景</para>
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/// </param>
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/// <typeparam name="T">
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///<para>genericity</para>
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///<para>泛型</para>
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/// </typeparam>
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/// <returns>
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///<para>If the returned type is the target type, the node converted to the target type is returned, otherwise null is returned</para>
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///<para>如果返回的类型是目标类型,那么返回转换到目标类型的节点,否则返回null</para>
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/// </returns>
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public static T? InstantiatePackedScene<T>(PackedScene packedScene)
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where T : class
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{
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var node = packedScene.Instantiate();
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// Check the type conversion and return the result successfully
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// 检查类型转化,成功返回结果
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if (node is T result) return result;
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// If the transformation fails, release the created node
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//如果转型失败,释放所创建的节点
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LogCat.LogWarningWithFormat("warning_node_cannot_cast_to", LogCat.LogLabel.Default,LogCat.UploadFormat, node,
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nameof(T));
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node.QueueFree();
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return null;
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}
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} |