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103 lines
3.7 KiB
GDScript

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
var level_active_spots: Array[Node]
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():
Global.character_mgr.create_character(character_spot.cfg, Enum.ETeam.Monster, character_spot.pos)
#创建关卡内活动部件
for level_active_spot: Node in level_active_spots:
level_active_spot.queue_free()
level_active_spots = []
for level_active_spot: LevelInstance.LevelActiveSpot in new_level_instance.get_level_active_spots():
var new_level_active: Node = level_active_spot.scene.instantiate()
add_child(new_level_active)
new_level_active.global_position = level_active_spot.pos
level_active_spots.append(new_level_active)
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