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131 lines
4.4 KiB
GDScript
131 lines
4.4 KiB
GDScript
@tool
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extends Node3D
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class_name LevelInstance
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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 focus: bool:
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get: return false
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set(value):
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set_focus_from(false)
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set_focus_to(true)
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@export var cancel_focus: bool:
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get: return false
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set(value):
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set_focus_from(false)
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set_focus_to(false)
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@onready var grid_block_material: Material = load("res://render/material/grid_block.tres") as Material
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var level_area_cfg: LevelAreaCfg #运行时设置
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var character_spots: Array[ChacacterSpot] #运行时设置
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var level_active_spots: Array[LevelActiveSpot] #运行时设置
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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 LevelActiveSpot:
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var pos: Vector3
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var scene: PackedScene
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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 set_focus_from(is_focus: bool) -> void:
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_set_focus(is_focus, "from")
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func set_focus_to(is_focus: bool) -> void:
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_set_focus(is_focus, "to")
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func _set_focus(is_focus: bool, key: String) -> void:
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if is_focus:
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grid_block_material.set_shader_parameter("is_focus_"+key, true)
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grid_block_material.set_shader_parameter("focus_min_"+key, pos_min())
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grid_block_material.set_shader_parameter("focus_max_"+key, pos_max())
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else:
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grid_block_material.set_shader_parameter("is_focus_"+key, false)
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func 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 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(visible: bool) -> void:
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var level_range: CSGBox3D = $LevelRange as CSGBox3D
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level_range.visible = visible
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func init_character_spots(level_character: GridMap) -> void:
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character_spots = []
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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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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 float_pos: Vector3 = Util.get_level_float_pos(pos) + Vector3(0.32, 0, 0.32)
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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 name: String = mesh_library.get_item_name(item_id)
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if name.begins_with("c_"):
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var character_name: String = name.trim_prefix("c_")
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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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if name.begins_with("a_"):
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var scene_name: String = name.trim_prefix("a_")
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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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func get_character_spots() -> Array[ChacacterSpot]:
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return character_spots
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func get_level_active_spots() -> Array[LevelActiveSpot]:
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return level_active_spots
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func pos_min() -> Vector3:
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return get_global_position() + Vector3(0.640001, 0.640001, 0.640001)
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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 - Vector3(0.640001, 0.639999, 0.639999)
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