extends Node3D class_name LevelManager var target: int var level: Level var cur_level_instance: LevelInstance var level_instance_dict: Dictionary = {} var level_loading_rate: float func _ready(): Global.level_mgr = self SignalManager.character_create.connect(on_character_create) SignalManager.character_pos_changed.connect(on_character_pos_changed) SignalManager.character_destroy.connect(on_character_destroy) func init(): var level_scene: PackedScene = load("res://scene/level/level.tscn") level = level_scene.instantiate() as Level add_child(level) var level_instance_list: Array[LevelInstance] = level.get_level_instance_list() for level_instance in level_instance_list: 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) level_instance_dict[level_id] = level_instance level.init() func _process(delta) -> void: 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) func get_born_pos() -> Vector3: return level.get_born_pos() func on_character_create(id: int, type: int, pos: Vector3): if type == Enum.ECharacterType.Player: target = id on_character_pos_changed(id, pos) func on_character_pos_changed(id: int, pos: Vector3): if id == target: set_player_position(pos) func on_character_destroy(id: int): target = 0 func set_player_position(pos: Vector3) -> void: level.set_player_position(pos) var new_id: Vector3i = Util.get_level_id(pos) 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: return cur_level_instance.set_focus_from(true) SignalManager.level_loading_start.emit() #创建关卡内角色 for character_spot: LevelInstance.ChacacterSpot in new_level_instance.get_character_spots(): if not character_spot.cfg: continue Global.character_mgr.create_character(character_spot.cfg, Enum.ETeam.Monster, character_spot.pos) new_level_instance.set_focus_to(true) cur_level_instance = new_level_instance level_loading_rate = 1-level_loading_rate level.set_level_loading_rate(level_loading_rate) SignalManager.level_size_change.emit(cur_level_instance.level_size()) SignalManager.level_pos_change.emit(cur_level_instance.level_pos()) SignalManager.level_loading_end.emit() 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)) return ret