更新文档

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小李xl 2023-04-01 02:13:58 +08:00
parent 5130511600
commit 92f8cf615d
8 changed files with 131 additions and 14 deletions

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@ -1,6 +1,8 @@
前言: 该文档仅针对`DungeonShooting_Godot`目录下的Godot工程
第一次编写日期: 2023-04-01;
---
## 1.启动项目
**Godot版本:** Godot4x
@ -57,6 +59,7 @@ var resource = ResourceManager.Load<Theme>(ResourcePath.resource_theme_mainTheme
#### 3.2.1.什么是`ActivityObject`
定义: 游戏内所有可活动物体的基类叫做`ActivityObject`
源代码: [ActivityObject.cs](../DungeonShooting_Godot/src/framework/activity/ActivityObject.cs)
`ActivityObject`的意由来: 为了方便统一管理物体, 并且减少子类代码沉积, 因此将所有活动物体都需要用到的逻辑抽到一个统一的类中, 并命名为`ActivityObject`, 所有的活动物体都需要继承该类
@ -96,6 +99,7 @@ var resource = ResourceManager.Load<Theme>(ResourcePath.resource_theme_mainTheme
##### 第二步, 创建脚本:
创建脚本放到在`./src/game`下, 脚本必须继直接或间接承`ActivityObject`, 并且需要在类上加`[RegisterActivity(id, path)]`标记用于注册对象, `物体id`必须唯一
源代码: [RegisterActivity.cs](../DungeonShooting_Godot/src/framework/activity/RegisterActivity.cs)
参考代码如下:
```csharp
using Godot;
@ -356,6 +360,55 @@ private IEnumerator StartRotation()
* 配置好一个房间的门生成区域后, 如果绘制房间时改变了房间的大小或者位置, 则编辑器会清空配置的门区域
* 编辑门区域功能属于扩展编辑器功能, 因此单纯改变门区域数据不会在场景页签上标`*`(编辑器不会认为该资源有修改), 修改后需要及时按下`ctrl`+`s`保存, 以免造成数据丢失
##### `ActivityMark`标记
`ActivityMark`用于模板房间中创建`ActivityObject`对象, 并支配置指定的物体, 第几波生成该物体以及生成物体延时时间
源代码: [ActivityMark.cs](../DungeonShooting_Godot/src/framework/map/mark/ActivityMark.cs)
在房间根节点中创建`ActivityMark`对象
![](文档资源/image_18.png)
创建完成后可以看到地图上多了一个`X`, 这个叉就是生成物体的位置, 可自由调整位置
![](文档资源/image_19.png)
然后就可以在编辑器中设置`ActivityMark`数据了, `ActivityMark`有以下可以导出的属性:
```csharp
/// <summary>
/// 物体类型
/// </summary>
[Export]
public ActivityIdPrefix.ActivityPrefixType Type = ActivityIdPrefix.ActivityPrefixType.NonePrefix;
/// <summary>
/// 物体id
/// </summary>
[Export]
public string ItemId;
/// <summary>
/// 所在层级
/// </summary>
[Export]
public RoomLayerEnum Layer = RoomLayerEnum.NormalLayer;
/// <summary>
/// 该标记在第几波调用 BeReady
/// 一个房间内所以敌人清完即可进入下一波
/// </summary>
[Export]
public int WaveNumber = 1;
/// <summary>
/// 延时执行时间,单位:秒
/// </summary>
[Export]
public float DelayTime = 0;
```
###### 扩展`ActivityMark`标记
项目中提供了以下几个扩展`ActivityMark`属性的节点:
* [WeaponMark](../DungeonShooting_Godot/src/framework/map/mark/WeaponMark.cs): 创建武器设置弹药等
* [EnemyMark](../DungeonShooting_Godot/src/framework/map/mark/EnemyMark.cs): 创建敌人并设置武器和弹药
### 3.4.UI系统
#### 3.4.1.UI系统概述
游戏内的物体, 例如`ActivityObject`等都是在`Main/ViewCanvas/SubViewportContainer/SubViewport`节点下, 并且启用了完美像素, 但是UI恰恰相反,它们直接位于`Main`节点下, 既没有4倍缩放也没有完美像素
@ -368,6 +421,7 @@ private IEnumerator StartRotation()
UI场景根节点必须继承`UiBase`类, 并且生命周期由`UiManager`控制
UI代码放置位置: `src/game/ui/**/**.cs`
UI场景资源放置位置: `prefab/ui/**.tscn`
源代码: [UiBase.cs](../DungeonShooting_Godot/src/framework/ui/UiBase.cs), [UiManager.cs](../DungeonShooting_Godot/src/framework/ui/UiManager.cs)
打开指定UI:
```csharp
var ui = UiManager.OpenUi("UI名称");
@ -387,9 +441,53 @@ UiManager.DisposeUi(ui);
观察文件系统可以注意到, 编辑器为我创建并保存了场景和代码, 并且还生成了一个`MyUiPanel.cs`的文件, 该文件就是我们写UI逻辑代码的地方, 并且命名方式为`UI名称`+`Panel`, 这个Panel类继承了自动生成出来的UI类
![](文档资源/image_15.png)
![](文档资源/image_16.png)
创建完成UI后, 编辑器也会在`UiManager`中生成打开该UI和获取UI实例的Api
![](文档资源/image_17.png)
动态生成的UI代码的节点对象由`IUiNode`包裹, 为了子节点与内助属性区分方便, 生成出来的代码会为每一层的名称加上前缀`L_`, 同理如果需要获取子节点则直接寻找以`L_`开始的属性
例如节点在编辑器的路径为`Group/Button`, 那么在代码里就是`L_Group.L_Button`
源代码: [IUiNode.cs](../DungeonShooting_Godot/src/framework/ui/IUiNode.cs)
通过以下这个gif就可以直观感受到该功能的便捷之处
![](文档资源/gif_4.gif)
##### 打开UI
创建完成UI后, 编辑器也会在`UiManager`中生成打开该UI和获取UI实例的Api
![](文档资源/image_17.png)
那么可以直接调用`UiManager`中的函数打开该UI
```csharp
UiManager.Open_MyUi();
```
#### 3.4.3.常用功能
##### 生命周期
`UiBase`包含4个生命周期函数:
```csharp
/// <summary>
/// 创建当前ui时调用
/// </summary>
public virtual void OnCreateUi()
{
}
/// <summary>
/// 当前ui显示时调用
/// </summary>
public abstract void OnShowUi();
/// <summary>
/// 当前ui隐藏时调用
/// </summary>
public abstract void OnHideUi();
/// <summary>
/// 销毁当前ui时调用
/// </summary>
public virtual void OnDisposeUi()
{
}
```
#### 包裹UI节点的IUiNode
获取`Node`实例: 使用例如`L_Group.L_Button`的代码获取的节点并不是`Godot`节点对象, 而是包裹对象, 需要从`Instance`属性中获取原生`Node`对象
克隆节点: 使用`IUiNode.Clone()`可以完整的克隆当前节点以及子节点
嵌套UI: 使用`IUiNode.OpenNestedUi()`即可以当前节点为根节点打开子级UI

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@ -7,6 +7,8 @@ layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_bhjxh")
[node name="Button" type="Button" parent="."]

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@ -11,7 +11,22 @@
{
"Direction": 1,
"Start": 16,
"End": 80
"End": 112
},
{
"Direction": 3,
"Start": 16,
"End": 144
},
{
"Direction": 0,
"Start": 80,
"End": 176
},
{
"Direction": 2,
"Start": 112,
"End": 208
}
],
"NavigationList": [

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@ -352,7 +352,7 @@ bg_color = Color(0.260588, 0.156863, 0.724706, 0.8)
[sub_resource type="ImageTexture" id="58"]
[sub_resource type="Image" id="Image_1ghhs"]
[sub_resource type="Image" id="Image_gh73t"]
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"format": "RGBA8",
@ -362,7 +362,7 @@ data = {
}
[sub_resource type="ImageTexture" id="60"]
image = SubResource("Image_1ghhs")
image = SubResource("Image_gh73t")
[sub_resource type="StyleBoxTexture" id="61"]
content_margin_left = 2.0
@ -372,7 +372,7 @@ content_margin_bottom = 2.0
texture = SubResource("60")
region_rect = Rect2(0, 0, 12, 12)
[sub_resource type="Image" id="Image_1l3ax"]
[sub_resource type="Image" id="Image_aw4tu"]
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@ -382,7 +382,7 @@ data = {
}
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image = SubResource("Image_1l3ax")
image = SubResource("Image_aw4tu")
[sub_resource type="StyleBoxTexture" id="64"]
content_margin_left = 2.0
@ -392,7 +392,7 @@ content_margin_bottom = 2.0
texture = SubResource("63")
region_rect = Rect2(0, 0, 12, 12)
[sub_resource type="Image" id="Image_frltt"]
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@ -402,7 +402,7 @@ data = {
}
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image = SubResource("Image_frltt")
image = SubResource("Image_rekcc")
[sub_resource type="StyleBoxTexture" id="67"]
content_margin_left = 2.0
@ -412,7 +412,7 @@ content_margin_bottom = 2.0
texture = SubResource("66")
region_rect = Rect2(0, 0, 12, 12)
[sub_resource type="Image" id="Image_7ssec"]
[sub_resource type="Image" id="Image_2n3rv"]
data = {
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"format": "RGBA8",
@ -422,7 +422,7 @@ data = {
}
[sub_resource type="ImageTexture" id="69"]
image = SubResource("Image_7ssec")
image = SubResource("Image_2n3rv")
[sub_resource type="StyleBoxTexture" id="70"]
content_margin_left = 0.0
@ -446,7 +446,7 @@ content_margin_top = 4.0
content_margin_right = 4.0
content_margin_bottom = 4.0
[sub_resource type="Image" id="Image_h5f57"]
[sub_resource type="Image" id="Image_ermnm"]
data = {
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"format": "RGBA8",
@ -456,7 +456,7 @@ data = {
}
[sub_resource type="ImageTexture" id="56"]
image = SubResource("Image_h5f57")
image = SubResource("Image_ermnm")
[sub_resource type="StyleBoxFlat" id="57"]
content_margin_left = 6.0

View File

@ -119,6 +119,7 @@ public partial class ActivityMark : Node2D
instance.PutDown(GlobalPosition, Layer);
}
#if TOOLS
public override void _Draw()
{
if (Engine.IsEditorHint() || GameApplication.Instance.Debug)
@ -127,6 +128,7 @@ public partial class ActivityMark : Node2D
DrawLine(new Vector2(-5, 5), new Vector2(5, -5), DrawColor, 2f);
}
}
#endif
/// <summary>
/// 设置当前节点是否是活动状态

View File

@ -98,7 +98,7 @@ public abstract partial class UiBase : Control
}
/// <summary>
/// 隐藏ui
/// 隐藏ui, 不会执行销毁
/// </summary>
public void HideUi()
{