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133 lines
4.5 KiB
GDScript

@tool
extends Node3D
class_name LevelInstance
@export var size: Vector3i = Vector3i.ONE:
set(value):
if (value.x<1) or (value.y<1) or (value.z<1):
value = Vector3i.ONE
size = value
_on_size_change()
@export var is_force_battle: bool
@export var focus: bool:
get: return false
set(value):
set_focus_from(false)
set_focus_to(true)
@export var cancel_focus: bool:
get: return false
set(value):
set_focus_from(false)
set_focus_to(false)
@onready var grid_block_material: Material = load("res://render/material/grid_block.tres") as Material
var level_area_cfg: LevelAreaCfg #运行时设置
var character_spots: Array[ChacacterSpot] #运行时设置
var level_active_spots: Array[LevelActiveSpot] #运行时设置
class ChacacterSpot:
var pos: Vector3
var cfg: CharacterCfg
class LevelActiveSpot:
var pos: Vector3
var scene: PackedScene
func _on_size_change() -> void:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var size_basic: Vector3 = Setting.size_basic
level_range.size = Vector3(size.x*size_basic.x, size.y*size_basic.y, size.z*size_basic.z)
level_range.position = level_range.size / 2
func set_focus_from(is_focus: bool) -> void:
_set_focus(is_focus, "from")
func set_focus_to(is_focus: bool) -> void:
_set_focus(is_focus, "to")
func _set_focus(is_focus: bool, key: String) -> void:
if not grid_block_material:
return
if is_focus:
grid_block_material.set_shader_parameter("is_focus_"+key, true)
grid_block_material.set_shader_parameter("focus_min_"+key, pos_min())
grid_block_material.set_shader_parameter("focus_max_"+key, pos_max())
else:
grid_block_material.set_shader_parameter("is_focus_"+key, false)
func level_size() -> Vector2:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var level_size: Vector3 = level_range.size
return Vector2(level_size.x, level_size.z)
func level_pos() -> Vector2:
var pos: Vector3 = get_global_position()
return Vector2(pos.x, pos.z)
func set_level_range_visible(visible: bool) -> void:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
level_range.visible = visible
func init_character_spots(level_character: GridMap) -> void:
character_spots = []
var id_min: Vector3i = Util.get_level_grid_pos(pos_min())
var id_max: Vector3i = Util.get_level_grid_pos(pos_max())
var mesh_library: MeshLibrary = level_character.get_mesh_library()
for x in range(id_min.x, id_max.x+1):
for y in range(id_min.y, id_max.y+1):
for z in range(id_min.z, id_max.z+1):
var pos: Vector3i = Vector3i(x, y, z)
var float_pos: Vector3 = Util.get_level_float_pos(pos) + Vector3(0.32, 0, 0.32)
var item_id: int = level_character.get_cell_item(pos)
if item_id == GridMap.INVALID_CELL_ITEM:
continue
var name: String = mesh_library.get_item_name(item_id)
if name.begins_with("c_"):
var character_name: String = name.trim_prefix("c_")
var character_cfg: CharacterCfg = Util.get_character_cfg_by_name(character_name)
if not character_cfg:
continue
var character_spot = ChacacterSpot.new()
character_spot.cfg = character_cfg
character_spot.pos = float_pos
character_spots.append(character_spot)
if name.begins_with("a_"):
var scene_name: String = name.trim_prefix("a_")
var scene : PackedScene = Util.get_level_active_scene_by_name(scene_name)
if not scene:
continue
var level_active_spot = LevelActiveSpot.new()
level_active_spot.scene = scene
level_active_spot.pos = float_pos
level_active_spots.append(level_active_spot)
func get_character_spots() -> Array[ChacacterSpot]:
return character_spots
func get_level_active_spots() -> Array[LevelActiveSpot]:
return level_active_spots
func pos_min() -> Vector3:
return get_global_position() - Vector3(0.64, 0.64, 0.64)
func pos_max() -> Vector3:
var level_range: CSGBox3D = $LevelRange as CSGBox3D
var level_size: Vector3 = level_range.size
return get_global_position() + level_size + Vector3(0.64, 0.64, 0.64)