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GDScript

1 year ago
@tool
extends Node3D
class_name LevelInstance
@export var size: Vector3i = Vector3i.ONE:
set(value):
if (value.x<1) or (value.y<1) or (value.z<1):
value = Vector3i.ONE
size = value
_on_size_change()
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@export var is_force_battle: bool
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@export var enemy_nums: Array[LevelEnemy]
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@onready var grid_block_material: Material = load("res://render/material/level_grid_block.tres") as Material
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#character
var level_area_cfg: LevelAreaCfg
var character_spots: Array[ChacacterSpot]
var character_born_spots: Array[ChacacterBornSpot]
var level_active_spots: Array[LevelActiveSpot]
var enemy_cfgs: Array[CharacterCfg]
#main
var mark_white_list: Array[Vector3i]
var mark_black_list: Array[Vector3i]
var grid_main_cache_cells: Array[GridMainCacheCellData]
class ChacacterSpot:
var pos: Vector3
var cfg: CharacterCfg
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class ChacacterBornSpot:
var pos: Vector3
var type: int
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class LevelActiveSpot:
var pos: Vector3
var scene: PackedScene
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class GridMainCacheCellData:
var pos: Vector3i
var id: int
var orientation: int
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func _on_size_change() -> void:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var size_basic: Vector3 = Setting.size_basic
level_range.size = Vector3(size.x*size_basic.x, size.y*size_basic.y, size.z*size_basic.z)
level_range.position = level_range.size / 2
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func get_level_size() -> Vector2:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var level_size: Vector3 = level_range.size
return Vector2(level_size.x, level_size.z)
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func get_level_pos() -> Vector2:
var pos: Vector3 = get_global_position()
return Vector2(pos.x, pos.z)
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func set_level_range_visible(value: bool) -> void:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
level_range.visible = value
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func set_focus() -> void:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var level_size: Vector3 = level_range.size
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var focus_min: Vector3 = get_global_position() - Vector3(0.640001, 0.640001, 0.640001)
var focus_max: Vector3 = get_global_position() + level_size + Vector3(0.640001, 0.640001, 0.640001)
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grid_block_material.set_shader_parameter("focus_min", focus_min)
grid_block_material.set_shader_parameter("focus_max", focus_max)
func init_level_character() -> void:
var level_character: GridMap = %LevelGridCharacter as GridMap
character_spots = []
character_born_spots = []
level_active_spots = []
enemy_cfgs = []
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var id_min: Vector3i = Util.get_level_grid_pos(pos_min())
var id_max: Vector3i = Util.get_level_grid_pos(pos_max())
var mesh_library: MeshLibrary = level_character.get_mesh_library()
var used_cells: Array[Vector3i] = level_character.get_used_cells()
for pos in used_cells:
if pos.x < id_min.x or pos.x > id_max.x:
continue
if pos.y < id_min.y or pos.y > id_max.y:
continue
if pos.z < id_min.z or pos.z > id_max.z:
continue
var float_pos: Vector3 = Util.get_level_float_pos(pos) + Vector3(0.32, 0, 0.32)
var item_id: int = level_character.get_cell_item(pos)
if item_id == GridMap.INVALID_CELL_ITEM:
continue
var item_name: String = mesh_library.get_item_name(item_id)
if item_name.begins_with("chara_spot_"):
var character_born_spot = ChacacterBornSpot.new()
character_born_spot.pos = float_pos
character_born_spots.append(character_born_spot)
elif item_name.begins_with("chara_enemy_"):
var character_name: String = item_name.trim_prefix("chara_enemy_")
var character_cfg: CharacterCfg = Util.get_character_cfg_by_name(character_name)
if not character_cfg:
continue
var character_spot = ChacacterSpot.new()
character_spot.cfg = character_cfg
character_spot.pos = float_pos
character_spots.append(character_spot)
elif item_name.begins_with("chara_active_"):
var scene_name: String = item_name.trim_prefix("chara_active_")
var scene: PackedScene = Util.get_level_active_scene_by_name(scene_name)
if not scene:
continue
var level_active_spot = LevelActiveSpot.new()
level_active_spot.scene = scene
level_active_spot.pos = float_pos
level_active_spots.append(level_active_spot)
for enemy_num: LevelEnemy in enemy_nums:
for i in enemy_num.num:
enemy_cfgs.append(enemy_num.cfg)
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func init_level_main() -> void:
var level_main: GridMap = %LevelGridMain as GridMap
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mark_white_list.clear()
mark_black_list.clear()
grid_main_cache_cells.clear()
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var id_min: Vector3i = Util.get_level_grid_pos2(pos_min())
var id_max: Vector3i = Util.get_level_grid_pos2(pos_max())
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# 底面黑块
for x in range(id_min.x, id_max.x+1):
for z in range(id_min.z, id_max.z+1):
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var pos: Vector3i = Vector3i(x, id_min.y, z)
var id: int = level_main.get_cell_item(pos)
if not(id == GridMap.INVALID_CELL_ITEM or z == id_max.z):
continue
mark_black_list.append(pos)
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# 底面黑块剔除
var mark_black_remove_list: Array[Vector3i] = []
for mark_black in mark_black_list:
var is_edge: bool
var check_dir: Vector3i
if mark_black.x == id_min.x:
check_dir = Vector3i(-1, 0, 0); is_edge=true;
elif mark_black.z == id_min.z:
check_dir = Vector3i(0, 0, -1); is_edge=true;
elif mark_black.x == id_max.x:
check_dir = Vector3i(1, 0, 0); is_edge=true;
elif mark_black.z == id_max.z:
check_dir = Vector3i(0, 0, 1); is_edge=true;
else:
check_dir = Vector3i(0, -1, 0)
if mark_black in [
Vector3i(id_min.x, id_min.y, id_min.z),
Vector3i(id_max.x, id_min.y, id_min.z),
Vector3i(id_min.x, id_min.y, id_max.z),
Vector3i(id_max.x, id_min.y, id_max.z)
]:
continue
if is_edge:
var is_hole: bool
for y in range(id_min.y+1, id_max.y):
var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
if not check_grid(level_main, pos):
is_hole = true
break
if not is_hole:
continue
var mark_black_check: Vector3i = mark_black + check_dir
var float_pos_check: Vector3 = Util.get_level_float_pos2(mark_black_check) + Vector3(0.64, 0, 0.64)
if not (Global.level_mgr.get_level_by_pos(float_pos_check) and not check_grid(level_main, float_pos_check)):
continue
mark_black_remove_list.append(mark_black)
mark_black_list = mark_black_list.filter(func (x): return x not in mark_black_remove_list)
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# 底面黑块延申空气墙
for mark_black in mark_black_list:
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add_grid_main_cache_cell(level_main, mark_black)
for y in range(id_min.y+1, id_max.y):
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var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
add_grid_main_cache_cell(level_main, pos)
mark_white_list.append(pos)
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# 底面黑块剔除延申空气墙
for mark_black in mark_black_remove_list:
for y in range(id_min.y+1, id_max.y):
var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
if not check_grid(level_main, pos):
continue
add_grid_main_cache_cell(level_main, pos)
mark_white_list.append(pos)
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# 顶面
for x in range(id_min.x, id_max.x+1):
for z in range(id_min.z, id_max.z+1):
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var pos: Vector3i = Vector3i(x, id_max.y, z)
add_grid_main_cache_cell(level_main, pos)
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if z == id_max.z:
mark_white_list.append(pos)
continue
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var pos_down: Vector3i = Vector3i(x, id_max.y - 1, z)
if level_main.get_cell_item(pos_down) == GridMap.INVALID_CELL_ITEM:
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var pos_up: Vector3i = Vector3i(x, id_max.y + 1, z)
var float_pos_check: Vector3 = Util.get_level_float_pos2(pos_up) + Vector3(0.64, 0, 0.64)
if Global.level_mgr.get_level_by_pos(float_pos_check) and not check_grid(level_main, pos_up):
continue
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mark_white_list.append(pos)
else:
mark_black_list.append(pos)
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func check_grid(level_main: GridMap, pos: Vector3i) -> bool:
var id: int = level_main.get_cell_item(pos)
return id != GridMap.INVALID_CELL_ITEM
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func add_grid_main_cache_cell(level_main: GridMap, pos: Vector3i) -> void:
var id: int = level_main.get_cell_item(pos)
if id == GridMap.INVALID_CELL_ITEM:
return
var cache_data = GridMainCacheCellData.new()
cache_data.pos = pos
cache_data.id = id
cache_data.orientation= level_main.get_cell_item_orientation(pos)
grid_main_cache_cells.append(cache_data)
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func set_replace(is_active: bool, last_grid_main_cache_cells: Array[GridMainCacheCellData] = [])-> void:
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var level_main: GridMap = %LevelGridMain as GridMap
if is_active:
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var id_min: Vector3i = Util.get_level_grid_pos2(pos_min())
var id_max: Vector3i = Util.get_level_grid_pos2(pos_max())
for cache_data in last_grid_main_cache_cells:
if cache_data.pos.x < id_min.x or cache_data.pos.z < id_min.z or cache_data.pos.x > id_max.x or cache_data.pos.z > id_max.z:
continue
level_main.set_cell_item(cache_data.pos, cache_data.id, cache_data.orientation)
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for cache_data in grid_main_cache_cells:
level_main.set_cell_item(cache_data.pos, GridMap.INVALID_CELL_ITEM)
for pos in mark_white_list:
level_main.set_cell_item(pos, 0)
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for pos in mark_black_list:
level_main.set_cell_item(pos, 1)
else:
for pos in mark_white_list:
level_main.set_cell_item(pos, GridMap.INVALID_CELL_ITEM)
for pos in mark_black_list:
level_main.set_cell_item(pos, GridMap.INVALID_CELL_ITEM)
for cache_data in grid_main_cache_cells:
level_main.set_cell_item(cache_data.pos, cache_data.id, cache_data.orientation)
func get_character_spots() -> Array[ChacacterSpot]:
return character_spots
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func get_character_born_spots() -> Array[ChacacterBornSpot]:
return character_born_spots
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func get_enemy_cfgs() -> Array[CharacterCfg]:
return enemy_cfgs
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func get_level_active_spots() -> Array[LevelActiveSpot]:
return level_active_spots
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func get_grid_main_cache_cells() -> Array[GridMainCacheCellData]:
return grid_main_cache_cells
func pos_min() -> Vector3:
return get_global_position()
func pos_max() -> Vector3:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var level_size: Vector3 = level_range.size
return get_global_position() + level_size
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func outter_pos_min() -> Vector3:
return pos_min() - Vector3(0.72, 0.72, 0.72)
func outter_pos_max() -> Vector3:
return pos_max() - Vector3(0.72, 0.72, 0.72)
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func is_in_active_area(pos: Vector3) -> bool:
var active_pos_min: Vector3 = pos_min() + Vector3(0.96, 0, 0.96)
var active_pos_max: Vector3 = pos_max() - Vector3(0.96, 0, 0.96)
return pos.x >= active_pos_min.x and pos.x <= active_pos_max.x and \
pos.z >= active_pos_min.z and pos.z <= active_pos_max.z and \
pos.y >= active_pos_min.y and pos.y <= active_pos_max.y