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GDScript

2 years ago
extends Node3D
class_name LevelManager
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var target: int
var level: Level
var cur_level_instance: LevelInstance
var level_instance_dict: Dictionary = {}
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var level_loading_rate: float
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var level_active_spots: Array[Node]
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var level_character_born_spots: Array[LevelInstance.ChacacterBornSpot]
var level_enemy_cfgs: Array[CharacterCfg]
var level_doors: Array[LevelDoor]
var is_level_active: bool
var enemy_count: int #由关卡生成的怪物数量
var current_enmey: Array[int] #当前存活怪物id
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func _ready():
Global.level_mgr = self
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SignalManager.character_create.connect(on_character_create)
SignalManager.character_pos_changed.connect(on_character_pos_changed)
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SignalManager.character_die.connect(on_character_die)
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func init():
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var level_scene: PackedScene = load("res://scene/level/level.tscn")
level = level_scene.instantiate() as Level
add_child(level)
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var level_instance_list: Array[LevelInstance] = level.get_level_instance_list()
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for level_instance in level_instance_list:
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var level_id_list: Array[Vector3i] = get_level_id_list(level_instance.get_global_position(), level_instance.size)
for level_id in level_id_list:
if level_id in level_instance_dict:
print("关卡id重复", level_id)
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level_instance_dict[level_id] = level_instance
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level.init()
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func _process(delta) -> void:
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if not level:
return
if level_loading_rate < 1:
level_loading_rate += delta *2
if level_loading_rate > 1:
level_loading_rate = 1
level.set_level_loading_rate(level_loading_rate)
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func get_born_pos() -> Vector3:
return level.get_born_pos()
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func on_character_create(id: int, type: int, pos: Vector3):
if type == Enum.ECharacterType.Player:
target = id
on_character_pos_changed(id, pos)
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elif type == Enum.ECharacterType.Monster:
current_enmey.append(id)
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func on_character_pos_changed(id: int, pos: Vector3):
if id == target:
set_player_position(pos)
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func on_character_die(id: int):
if id in current_enmey:
current_enmey.remove_at(current_enmey.find(id))
#强制战斗关卡通关
if not cur_level_instance.is_force_battle:
return
if enemy_born(1):
return
if current_enmey.size() > 0:
return
for level_door: LevelDoor in level_doors:
level_door.set_open(true)
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func set_player_position(pos: Vector3) -> void:
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level.set_player_position(pos)
var new_id: Vector3i = Util.get_level_id(pos)
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var new_level_instance: LevelInstance = level_instance_dict.get(new_id)
if not new_level_instance:
return #todo 不存在的关卡 主角直接死亡
if cur_level_instance:
if new_level_instance == cur_level_instance:
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check_level_active(pos)
return
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cur_level_instance.set_focus_from(true)
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new_level_instance.set_focus_to(true)
cur_level_instance = new_level_instance
enter_level()
func enter_level() -> void:
SignalManager.level_loading_start.emit()
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is_level_active = false
level_active_spots = []
level_doors = []
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#创建关卡内活动部件
for level_active_spot: Node in level_active_spots:
level_active_spot.queue_free()
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for level_active_spot: LevelInstance.LevelActiveSpot in cur_level_instance.get_level_active_spots():
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var new_level_active: Node = level_active_spot.scene.instantiate()
add_child(new_level_active)
new_level_active.global_position = level_active_spot.pos
level_active_spots.append(new_level_active)
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if new_level_active is LevelDoor:
level_doors.append(new_level_active)
#更新刷怪数据
level_character_born_spots = cur_level_instance.get_character_born_spots()
level_enemy_cfgs = cur_level_instance.get_enemy_cfgs()
enemy_count = 0
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level_loading_rate = 1-level_loading_rate
level.set_level_loading_rate(level_loading_rate)
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SignalManager.level_size_change.emit(cur_level_instance.get_level_size())
SignalManager.level_pos_change.emit(cur_level_instance.get_level_pos())
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SignalManager.level_loading_end.emit()
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func check_level_active(pos: Vector3) -> void:
if is_level_active:
return
var is_active: bool = cur_level_instance.is_in_active_area(pos)
if not is_active:
return
is_level_active = true
for level_door: LevelDoor in level_doors:
level_door.set_open(true)
#创建关卡内角色
for character_spot: LevelInstance.ChacacterSpot in cur_level_instance.get_character_spots():
Global.character_mgr.create_character(character_spot.cfg, Enum.ETeam.Monster, character_spot.pos)
#强制战斗关门刷怪
if cur_level_instance.is_force_battle:
if enemy_born(level_character_born_spots.size()):
for level_door: LevelDoor in level_doors:
level_door.set_open(false)
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func get_level_id_list(pos: Vector3, size: Vector3i) -> Array[Vector3i]:
var size_basic: Vector3 = Setting.size_basic
var ret: Array[Vector3i] = []
for x in range(size.x):
for y in range(size.y):
for z in range(size.z):
var pos_sub: Vector3 = pos +Vector3(x*size_basic.x, y*size_basic.y, z*size_basic.z)
ret.append(Util.get_level_id(pos_sub))
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return ret
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func enemy_born(count : int) -> bool:
if level_character_born_spots.size() == 0:
return false
var count_max: int = level_enemy_cfgs.size()
count = min(count, count_max - enemy_count)
if count == 0:
return false
var count_start = enemy_count
for i in count:
var cfg_index: int = count_start + i
var cfg: CharacterCfg = level_enemy_cfgs[cfg_index]
var pos_index: int = enemy_count % level_character_born_spots.size()
var character_spot: LevelInstance.ChacacterBornSpot = level_character_born_spots[pos_index]
Global.character_mgr.create_character(cfg, Enum.ETeam.Monster, character_spot.pos)
enemy_count += 1
return true