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374 lines
12 KiB
GDScript
374 lines
12 KiB
GDScript
@tool
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extends Node3D
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class_name LevelInstance
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@export_tool_button("视野锁定", "Callable")
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var view_focus_on: Callable = view_focus_on_func
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@export_tool_button("视野解锁", "Callable")
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var view_focus_off: Callable = view_focus_off_func
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@export var size: Vector3i = Vector3i.ONE:
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set(value):
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if (value.x < 1) or (value.y < 1) or (value.z < 1):
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value = Vector3i.ONE
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size = value
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_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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@export_group("替换item_id")
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@export var id_from: int = 0
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@export var id_to: int = 0
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@export_tool_button("替换", "Callable")
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var replace_id: Callable = replace_id_func
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@export_tool_button("打印item详情", "Callable")
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var print_item: Callable = print_item_func
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func view_focus_on_func() -> void:
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grid_block_material.set_shader_parameter("is_focus", true)
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set_focus()
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func view_focus_off_func() -> void:
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grid_block_material.set_shader_parameter("is_focus", false)
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set_focus()
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func replace_id_func() -> void:
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var level_main: GridMap = %LevelGridMain as GridMap
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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 x in range(id_min.x, id_max.x + 1):
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for y in range(id_min.y, id_max.y + 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, y, z)
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if level_main.get_cell_item(pos) == id_from:
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level_main.set_cell_item(pos, id_to, level_main.get_cell_item_orientation(pos))
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func print_item_func() -> void:
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var level_main: GridMap = %LevelGridMain as GridMap
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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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var mesh_library: MeshLibrary = level_main.get_mesh_library()
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var item_count_map: Dictionary = {}
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for x in range(id_min.x, id_max.x + 1):
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for y in range(id_min.y, id_max.y + 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, y, z)
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var item_id: int = level_main.get_cell_item(pos)
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if item_id != GridMap.INVALID_CELL_ITEM:
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if item_count_map.has(item_id):
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item_count_map[item_id] += 1
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else:
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item_count_map[item_id] = 1
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for item_id: int in item_count_map:
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print("[", item_id, "]", mesh_library.get_item_name(item_id), ":", item_count_map[item_id])
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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
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var level_area_cfg: LevelAreaCfg
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var character_spots: Array[ChacacterSpot]
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var character_born_spots: Array[ChacacterBornSpot]
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var level_active_spots: Array[LevelActiveSpot]
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var enemy_cfgs: Array[CharacterCfg]
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#main
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var mark_white_list: Array[Vector3i]
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var mark_black_list: Array[Vector3i]
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var grid_main_cache_cells: Array[GridMainCacheCellData]
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class ChacacterSpot:
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var pos: Vector3
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var cfg: CharacterCfg
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class ChacacterBornSpot:
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var pos: Vector3
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var type: int
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class LevelActiveSpot:
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var pos: Vector3
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var scene: PackedScene
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class GridMainCacheCellData:
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var pos: Vector3i
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var id: int
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var orientation: int
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func _on_size_change() -> void:
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var level_range: CSGBox3D = $LevelRange as CSGBox3D
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var size_basic: Vector3 = Setting.size_basic
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level_range.size = Vector3(size.x * size_basic.x, size.y * size_basic.y, size.z * size_basic.z)
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level_range.position = level_range.size / 2
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func get_level_size() -> Vector2:
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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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return Vector2(level_size.x, level_size.z)
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func get_level_pos() -> Vector2:
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var pos: Vector3 = get_global_position()
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return Vector2(pos.x, pos.z)
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func set_level_range_visible(value: bool) -> void:
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var level_range: CSGBox3D = $LevelRange as CSGBox3D
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level_range.visible = value
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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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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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func init_level_character() -> void:
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var level_character: GridMap = %LevelGridCharacter as GridMap
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character_spots = []
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character_born_spots = []
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level_active_spots = []
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enemy_cfgs = []
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var id_min: Vector3i = Util.get_level_grid_pos(pos_min())
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var id_max: Vector3i = Util.get_level_grid_pos(pos_max())
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var mesh_library: MeshLibrary = level_character.get_mesh_library()
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var used_cells: Array[Vector3i] = level_character.get_used_cells()
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for pos in used_cells:
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if pos.x < id_min.x or pos.x > id_max.x:
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continue
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if pos.y < id_min.y or pos.y > id_max.y:
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continue
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if pos.z < id_min.z or pos.z > id_max.z:
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continue
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var float_pos: Vector3 = Util.get_level_float_pos(pos)
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var item_id: int = level_character.get_cell_item(pos)
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if item_id == GridMap.INVALID_CELL_ITEM:
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continue
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var item_name: String = mesh_library.get_item_name(item_id)
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if item_name.begins_with("chara_spot_"):
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var character_born_spot = ChacacterBornSpot.new()
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character_born_spot.pos = float_pos
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character_born_spots.append(character_born_spot)
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elif item_name.begins_with("chara_enemy_"):
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var character_name: String = item_name.trim_prefix("chara_enemy_")
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var character_cfg: CharacterCfg = Util.get_character_cfg_by_name(character_name)
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if not character_cfg:
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continue
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var character_spot = ChacacterSpot.new()
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character_spot.cfg = character_cfg
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character_spot.pos = float_pos
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character_spots.append(character_spot)
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elif item_name.begins_with("chara_active_"):
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var scene_name: String = item_name.trim_prefix("chara_active_")
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var scene: PackedScene = Util.get_level_active_scene_by_name(scene_name)
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if not scene:
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continue
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var level_active_spot = LevelActiveSpot.new()
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level_active_spot.scene = scene
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level_active_spot.pos = float_pos
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level_active_spots.append(level_active_spot)
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for enemy_num: LevelEnemy in enemy_nums:
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for i in enemy_num.num:
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enemy_cfgs.append(enemy_num.cfg)
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func init_level_main() -> void:
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var level_main: GridMap = %LevelGridMain as GridMap
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mark_white_list.clear()
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mark_black_list.clear()
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grid_main_cache_cells.clear()
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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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# 需要延申空气墙的黑块
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var air_wall_mark_black_list: Array[Vector3i] = []
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# 正前面黑块
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for x in range(id_min.x + 1, id_max.x):
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var pos: Vector3i = Vector3i(x, id_min.y, id_max.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, id_max.y):
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var pos_check: Vector3i = Vector3i(x, y, id_max.z)
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if not check_grid(level_main, pos_check):
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has_link = true
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break
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mark_black_list_check.append(pos_check)
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if has_link:
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for pos_check in mark_black_list_check:
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mark_black_list.append(pos_check)
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air_wall_mark_black_list.append(pos_check)
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else:
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mark_black_list.append(pos)
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air_wall_mark_black_list.append(pos)
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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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var pos_check: Vector3i = Vector3i(id_min.x, y + 1, z)
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if not check_grid(level_main, pos_check):
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has_link = true
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black_y_max_left = max(y, id_min.y)
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if y + 1 < id_max.y:
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air_wall_mark_black_list.append(pos_check + Vector3i(0, 1, 0))
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break
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mark_black_list_check.append(pos_check)
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if not has_link:
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for pos_check in mark_black_list_check:
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mark_black_list.append(pos_check)
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var pos_check: Vector3i = Vector3i(id_min.x, black_y_max_left, z)
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air_wall_mark_black_list.append(pos_check)
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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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var pos_check: Vector3i = Vector3i(id_max.x, y + 1, z)
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if not check_grid(level_main, pos_check):
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has_link = true
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black_y_max_right = max(y, id_min.y)
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if y + 1 < id_max.y:
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air_wall_mark_black_list.append(pos_check + Vector3i(0, 1, 0))
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break
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mark_black_list_check.append(pos_check)
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if not has_link:
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for pos_check in mark_black_list_check:
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mark_black_list.append(pos_check)
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var pos_check: Vector3i = Vector3i(id_max.x, black_y_max_right, z)
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air_wall_mark_black_list.append(pos_check)
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# 黑块cache
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for mark_black in mark_black_list:
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add_grid_main_cache_cell(level_main, mark_black)
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# 黑块延申空气墙
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for mark_black in air_wall_mark_black_list:
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for y in range(mark_black.y + 1, id_max.y):
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var pos: Vector3i = Vector3i(mark_black.x, y, mark_black.z)
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add_grid_main_cache_cell(level_main, pos)
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mark_white_list.append(pos)
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# 顶面
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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 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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continue
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mark_white_list.append(pos)
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else:
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mark_black_list.append(pos)
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func check_grid(level_main: GridMap, pos: Vector3i) -> bool:
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var id: int = level_main.get_cell_item(pos)
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return id != GridMap.INVALID_CELL_ITEM
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func add_grid_main_cache_cell(level_main: GridMap, pos: Vector3i) -> void:
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var id: int = level_main.get_cell_item(pos)
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if id == GridMap.INVALID_CELL_ITEM:
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return
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var cache_data = GridMainCacheCellData.new()
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cache_data.pos = pos
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cache_data.id = id
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cache_data.orientation = level_main.get_cell_item_orientation(pos)
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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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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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level_main.set_cell_item(pos, 1)
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else:
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for pos in mark_white_list:
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level_main.set_cell_item(pos, GridMap.INVALID_CELL_ITEM)
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for pos in mark_black_list:
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level_main.set_cell_item(pos, GridMap.INVALID_CELL_ITEM)
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for cache_data in grid_main_cache_cells:
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level_main.set_cell_item(cache_data.pos, cache_data.id, cache_data.orientation)
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func get_character_spots() -> Array[ChacacterSpot]:
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return character_spots
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func get_character_born_spots() -> Array[ChacacterBornSpot]:
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return character_born_spots
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func get_enemy_cfgs() -> Array[CharacterCfg]:
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return enemy_cfgs
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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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func pos_max() -> Vector3:
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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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return get_global_position() + level_size
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func outter_pos_min() -> Vector3:
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return pos_min() - Vector3(0.72, 0.72, 0.72)
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func outter_pos_max() -> Vector3:
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return pos_max() - Vector3(0.72, 0.72, 0.72)
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func is_in_active_area(pos: Vector3) -> bool:
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var active_pos_min: Vector3 = pos_min() + Vector3(0.96, 0, 0.96)
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var active_pos_max: Vector3 = pos_max() - Vector3(0.96, 0, 0.96)
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return pos.x >= active_pos_min.x and pos.x <= active_pos_max.x and \
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pos.z >= active_pos_min.z and pos.z <= active_pos_max.z and \
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pos.y >= active_pos_min.y and pos.y <= active_pos_max.y
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