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95 lines
3.2 KiB
GDScript
95 lines
3.2 KiB
GDScript
extends Node3D
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class_name LevelManager
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var target: int
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var level: Level
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var cur_level_instance: LevelInstance
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var level_instance_dict: Dictionary = {}
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var level_loading_rate: float
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func _ready():
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Global.level_mgr = self
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SignalManager.character_create.connect(on_character_create)
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SignalManager.character_pos_changed.connect(on_character_pos_changed)
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SignalManager.character_destroy.connect(on_character_destroy)
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func init():
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var level_scene: PackedScene = load("res://scene/level/level.tscn")
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level = level_scene.instantiate() as Level
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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)
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for level_id in level_id_list:
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if level_id in level_instance_dict:
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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:
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return
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if level_loading_rate < 1:
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level_loading_rate += delta *2
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if level_loading_rate > 1:
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level_loading_rate = 1
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level.set_level_loading_rate(level_loading_rate)
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func get_born_pos() -> Vector3:
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return level.get_born_pos()
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func on_character_create(id: int, type: int, pos: Vector3):
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if type == Enum.ECharacterType.Player:
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target = id
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on_character_pos_changed(id, pos)
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func on_character_pos_changed(id: int, pos: Vector3):
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if id == target:
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set_player_position(pos)
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func on_character_destroy(id: int): target = 0
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func set_player_position(pos: Vector3) -> void:
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level.set_player_position(pos)
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var new_id: Vector3i = Util.get_level_id(pos)
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var new_level_instance: LevelInstance = level_instance_dict.get(new_id)
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if not new_level_instance:
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return #todo 不存在的关卡 主角直接死亡
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if cur_level_instance:
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if new_level_instance == cur_level_instance:
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return
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cur_level_instance.set_focus_from(true)
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SignalManager.level_loading_start.emit()
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#创建关卡内角色
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for character_spot: LevelInstance.ChacacterSpot in new_level_instance.get_character_spots():
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if not character_spot.cfg:
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continue
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Global.character_mgr.create_character(character_spot.cfg, Enum.ETeam.Monster, character_spot.pos)
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new_level_instance.set_focus_to(true)
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cur_level_instance = new_level_instance
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level_loading_rate = 1-level_loading_rate
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level.set_level_loading_rate(level_loading_rate)
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SignalManager.level_size_change.emit(cur_level_instance.level_size())
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SignalManager.level_pos_change.emit(cur_level_instance.level_pos())
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SignalManager.level_loading_end.emit()
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func get_level_id_list(pos: Vector3, size: Vector3i) -> Array[Vector3i]:
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var size_basic: Vector3 = Setting.size_basic
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var ret: Array[Vector3i] = []
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for x in range(size.x):
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for y in range(size.y):
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for z in range(size.z):
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var pos_sub: Vector3 = pos +Vector3(x*size_basic.x, y*size_basic.y, z*size_basic.z)
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ret.append(Util.get_level_id(pos_sub))
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return ret
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