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@ -133,8 +133,8 @@ func set_level_range_visible(value: bool) -> void:
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func set_focus() -> void:
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var level_range: CSGBox3D = $LevelRange as CSGBox3D
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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)
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var focus_max: Vector3 = get_global_position() + level_size + Vector3(0.640001, 0.640001, 0.640001)
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var focus_min: Vector3 = get_global_position()
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var focus_max: Vector3 = get_global_position() + level_size
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grid_block_material.set_shader_parameter("focus_min", focus_min)
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grid_block_material.set_shader_parameter("focus_max", focus_max)
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@ -221,7 +221,6 @@ func init_level_main() -> void:
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# 左面黑块
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var black_y_max_left: int = id_max.y - 1
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for z in range(id_min.z + 1, id_max.z + 1):
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var pos: Vector3i = Vector3i(id_min.x, id_min.y, z)
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var has_link = false
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var mark_black_list_check: Array[Vector3i] = []
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for y in range(id_min.y - 1, black_y_max_left):
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@ -242,7 +241,6 @@ func init_level_main() -> void:
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# 右边面黑块
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var black_y_max_right: int = id_max.y - 1
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for z in range(id_min.z + 1, id_max.z + 1):
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var pos: Vector3i = Vector3i(id_max.x, id_min.y, z)
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var has_link = false
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var mark_black_list_check: Array[Vector3i] = []
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for y in range(id_min.y - 1, black_y_max_right):
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@ -275,16 +273,21 @@ func init_level_main() -> void:
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for x in range(id_min.x, id_max.x + 1):
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for z in range(id_min.z, id_max.z + 1):
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var pos: Vector3i = Vector3i(x, id_max.y, z)
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add_grid_main_cache_cell(level_main, pos)
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var pos_down: Vector3i = Vector3i(x, id_max.y - 1, z)
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if level_main.get_cell_item(pos_down) == GridMap.INVALID_CELL_ITEM or pos_down in mark_white_list:
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var pos_up: Vector3i = Vector3i(x, id_max.y + 1, z)
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var pos_down: Vector3i = Vector3i(x, id_max.y - 1, z)
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var is_link = not check_grid(level_main, pos) and not check_grid(level_main, pos_up) and not check_grid(level_main, pos_down)
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if is_link and not pos_down in mark_white_list:
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var float_pos_check: Vector3 = Util.get_level_float_pos2(pos_up) + Vector3(0.64, 0, 0.64)
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if Global.level_mgr.get_level_by_pos(float_pos_check) and not check_grid(level_main, pos_up):
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if Global.level_mgr.get_level_by_pos(float_pos_check):
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continue
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add_grid_main_cache_cell(level_main, pos)
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if pos_down in mark_white_list:
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mark_white_list.append(pos)
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else:
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if check_grid(level_main, pos_down):
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mark_black_list.append(pos)
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else:
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mark_white_list.append(pos)
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func check_grid(level_main: GridMap, pos: Vector3i) -> bool:
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@ -303,17 +306,9 @@ func add_grid_main_cache_cell(level_main: GridMap, pos: Vector3i) -> void:
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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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func set_replace(is_active: bool) -> void:
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var level_main: GridMap = %LevelGridMain as GridMap
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if is_active:
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var id_min: Vector3i = Util.get_level_grid_pos2(pos_min())
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var id_max: Vector3i = Util.get_level_grid_pos2(pos_max())
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for cache_data in last_grid_main_cache_cells:
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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:
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continue
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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:
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level_main.set_cell_item(cache_data.pos, GridMap.INVALID_CELL_ITEM)
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for pos in mark_white_list:
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level_main.set_cell_item(pos, 0)
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for pos in mark_black_list:
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@ -343,10 +338,6 @@ func get_level_active_spots() -> Array[LevelActiveSpot]:
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return level_active_spots
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func get_grid_main_cache_cells() -> Array[GridMainCacheCellData]:
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return grid_main_cache_cells
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func pos_min() -> Vector3:
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return get_global_position()
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