commit 7700703099861622c35ee1d5720143292fb96e7e Author: m0_75251201 Date: Sat Jul 12 11:30:22 2025 +0800 初次提交 diff --git a/.editorconfig b/.editorconfig new file mode 100644 index 0000000..f28239b --- /dev/null +++ b/.editorconfig @@ -0,0 +1,4 @@ +root = true + +[*] +charset = utf-8 diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..8ad74f7 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +# Normalize EOL for all files that Git considers text files. +* text=auto eol=lf diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..0af181c --- /dev/null +++ b/.gitignore @@ -0,0 +1,3 @@ +# Godot 4+ specific ignores +.godot/ +/android/ diff --git a/Font/Uranus_Pixel_11Px.ttf b/Font/Uranus_Pixel_11Px.ttf new file mode 100644 index 0000000..739855c Binary files /dev/null and b/Font/Uranus_Pixel_11Px.ttf differ diff --git a/Font/Uranus_Pixel_11Px.ttf.import b/Font/Uranus_Pixel_11Px.ttf.import new file mode 100644 index 0000000..251e2ae --- /dev/null +++ b/Font/Uranus_Pixel_11Px.ttf.import @@ -0,0 +1,35 @@ +[remap] + +importer="font_data_dynamic" +type="FontFile" +uid="uid://cjfdun63bo72f" +path="res://.godot/imported/Uranus_Pixel_11Px.ttf-9deb139e327f1dcf0754100708d26028.fontdata" + +[deps] + +source_file="res://Font/Uranus_Pixel_11Px.ttf" +dest_files=["res://.godot/imported/Uranus_Pixel_11Px.ttf-9deb139e327f1dcf0754100708d26028.fontdata"] + +[params] + +Rendering=null +antialiasing=1 +generate_mipmaps=false +disable_embedded_bitmaps=true +multichannel_signed_distance_field=false +msdf_pixel_range=8 +msdf_size=48 +allow_system_fallback=true +force_autohinter=false +hinting=1 +subpixel_positioning=4 +keep_rounding_remainders=true +oversampling=0.0 +Fallbacks=null +fallbacks=[] +Compress=null +compress=true +preload=[] +language_support={} +script_support={} +opentype_features={} diff --git a/Resource/Item/gress.tres b/Resource/Item/gress.tres new file mode 100644 index 0000000..a57560a --- /dev/null +++ b/Resource/Item/gress.tres @@ -0,0 +1,12 @@ +[gd_resource type="Resource" script_class="ItemResource" load_steps=3 format=3 uid="uid://byyba456mf86l"] + +[ext_resource type="Texture2D" uid="uid://c6sgy6n73g1c7" path="res://图片/Item/gress.png" id="1_7esax"] +[ext_resource type="Script" uid="uid://d02in2v01dbtb" path="res://Script/Item/ItemResource.cs" id="1_gj5v6"] + +[resource] +script = ExtResource("1_gj5v6") +ItemName = "草" +Description = "这是草,一种草本植物" +Icon = ExtResource("1_7esax") +Stackable = true +metadata/_custom_type_script = "uid://d02in2v01dbtb" diff --git a/Script/Base/IThing.cs b/Script/Base/IThing.cs new file mode 100644 index 0000000..009e114 --- /dev/null +++ b/Script/Base/IThing.cs @@ -0,0 +1,10 @@ +using Godot; +using System; + +namespace Cosmobox +{ + public interface IThing + { + public void Update(double delta); + } +} \ No newline at end of file diff --git a/Script/Base/IThing.cs.uid b/Script/Base/IThing.cs.uid new file mode 100644 index 0000000..1ac5da9 --- /dev/null +++ b/Script/Base/IThing.cs.uid @@ -0,0 +1 @@ +uid://m301eht3eac3 diff --git a/Script/Base/IThingPhysics.cs b/Script/Base/IThingPhysics.cs new file mode 100644 index 0000000..cfadb11 --- /dev/null +++ b/Script/Base/IThingPhysics.cs @@ -0,0 +1,9 @@ +using Godot; +using System; +namespace Cosmobox +{ + public interface IThingPhysics + { + public void PhysicsUpdate(double delta); + } +} \ No newline at end of file diff --git a/Script/Base/IThingPhysics.cs.uid b/Script/Base/IThingPhysics.cs.uid new file mode 100644 index 0000000..d1cfdb6 --- /dev/null +++ b/Script/Base/IThingPhysics.cs.uid @@ -0,0 +1 @@ +uid://c6hg67pd2oxuc diff --git a/Script/Base/IThingUI.cs b/Script/Base/IThingUI.cs new file mode 100644 index 0000000..f851502 --- /dev/null +++ b/Script/Base/IThingUI.cs @@ -0,0 +1,9 @@ +using Godot; +using System; +namespace Cosmobox +{ + public interface IThingUI + { + public void UpdateUI(); + } +} \ No newline at end of file diff --git a/Script/Base/IThingUI.cs.uid b/Script/Base/IThingUI.cs.uid new file mode 100644 index 0000000..3ace09e --- /dev/null +++ b/Script/Base/IThingUI.cs.uid @@ -0,0 +1 @@ +uid://bqkle0sd1vwbk diff --git a/Script/Base/InputControl.cs b/Script/Base/InputControl.cs new file mode 100644 index 0000000..8a89165 --- /dev/null +++ b/Script/Base/InputControl.cs @@ -0,0 +1,89 @@ +using Godot; +using System; + +namespace Cosmobox +{ + public partial class InputControl : Node + { + [Export] public TickControl tickControl; // 控制游戏暂停的节点 + [Export] public Player player; // 玩家节点 + [Export] public BagUI bagUI; // 背包 UI + [Export] public Control devUI; // 开发者 UI + + public override void _Ready() + { + // 初始化状态 + UpdatePauseState(); + } + + public override void _Process(double delta) + { + // 监听 "bag" 按键 + if (Input.IsActionJustPressed("bag")) + { + ToggleBagUI(); + } + + // 监听开发者 UI 的切换(假设通过某个按键触发) + if (Input.IsActionJustPressed("dev_ui")) + { + ToggleDevUI(); + } + } + + /// + /// 切换背包 UI 的打开/关闭状态 + /// + private void ToggleBagUI() + { + if (bagUI.IsOpen) + { + bagUI.CloseBag(); // 关闭背包 + } + else + { + // 如果开发者 UI 已打开,则先关闭开发者 UI + if (devUI.Visible) + { + devUI.Visible = false; + } + bagUI.OpenBag(); // 打开背包 + } + + // 更新暂停状态 + UpdatePauseState(); + } + + /// + /// 切换开发者 UI 的可见性 + /// + private void ToggleDevUI() + { + if (devUI.Visible) + { + devUI.Visible = false; // 关闭开发者 UI + } + else + { + // 如果背包已打开,则先关闭背包 + if (bagUI.IsOpen) + { + bagUI.CloseBag(); + } + devUI.Visible = true; // 打开开发者 UI + } + + // 更新暂停状态 + UpdatePauseState(); + } + + /// + /// 更新游戏的暂停状态 + /// + private void UpdatePauseState() + { + // 如果背包或开发者 UI 任一打开,则暂停游戏 + tickControl.pause = bagUI.IsOpen || devUI.Visible; + } + } +} \ No newline at end of file diff --git a/Script/Base/InputControl.cs.uid b/Script/Base/InputControl.cs.uid new file mode 100644 index 0000000..3732c29 --- /dev/null +++ b/Script/Base/InputControl.cs.uid @@ -0,0 +1 @@ +uid://cgesjwgws6bmr diff --git a/Script/Base/ItemResourceManager.cs b/Script/Base/ItemResourceManager.cs new file mode 100644 index 0000000..f204fa3 --- /dev/null +++ b/Script/Base/ItemResourceManager.cs @@ -0,0 +1,67 @@ +using Godot; +using System; +using System.Collections.Generic; +namespace Cosmobox +{ + public static class ItemResourceManager + { + private static Dictionary _items; + private static bool _initialized = false; + + // 初始化物品数据 + private static void Initialize() + { + if (_initialized) return; + + _items = new Dictionary(); + + // 加载 res://Resource/Item/ 目录下的所有 ItemResource + var dir = DirAccess.Open("res://Resource/Item/"); + if (dir != null) + { + dir.ListDirBegin(); + string fileName = dir.GetNext(); + while (fileName != "") + { + if (!dir.CurrentIsDir() && fileName.EndsWith(".tres")) + { + var resourcePath = $"res://Resource/Item/{fileName}"; + var item = GD.Load(resourcePath); + if (item != null) + { + _items[item.ItemName] = item; + } + } + fileName = dir.GetNext(); + } + } + + _initialized = true; + } + + // 获取所有物品 + public static Dictionary GetAllItems() + { + Initialize(); + return _items; + } + + // 通过名称获取物品 + public static ItemResource GetItem(string itemName) + { + Initialize(); + if (_items.TryGetValue(itemName, out var item)) + { + return item; + } + return null; + } + + // 获取物品数量 + public static int GetItemCount() + { + Initialize(); + return _items.Count; + } + } +} \ No newline at end of file diff --git a/Script/Base/ItemResourceManager.cs.uid b/Script/Base/ItemResourceManager.cs.uid new file mode 100644 index 0000000..a2413d2 --- /dev/null +++ b/Script/Base/ItemResourceManager.cs.uid @@ -0,0 +1 @@ +uid://cla8a7157wf4v diff --git a/Script/Base/PerlinNoise.cs b/Script/Base/PerlinNoise.cs new file mode 100644 index 0000000..fa2c9de --- /dev/null +++ b/Script/Base/PerlinNoise.cs @@ -0,0 +1,135 @@ +using System; +namespace Cosmobox +{ + public class PerlinNoise + { + private int[] p; // 混淆表 + + // 构造函数:初始化混淆表 + public PerlinNoise(int seed) + { + // 初始化为0-255的随机排列 + p = new int[512]; // 混淆表加倍以方便使用 + int[] permutation = new int[256]; + Random random = new Random(seed); + + // 填充数组为0-255 + for (int i = 0; i < 256; i++) + { + permutation[i] = i; + } + + // 使用Fisher-Yates算法打乱数组 + for (int i = 0; i < 256; i++) + { + int swapIndex = random.Next(256); + int temp = permutation[i]; + permutation[i] = permutation[swapIndex]; + permutation[swapIndex] = temp; + } + + // 将打乱后的数组复制两次,生成512个元素的混淆表 + for (int i = 0; i < 256; i++) + { + p[i] = permutation[i]; + p[i + 256] = permutation[i]; + } + } + + // 平滑函数 (6t^5 - 15t^4 + 10t^3) + private double Fade(double t) + { + return t * t * t * (t * (t * 6 - 15) + 10); + } + + // 线性插值 + private double Lerp(double t, double a, double b) + { + return a + t * (b - a); + } + + // 计算梯度向量和距离向量的点积 + private double Grad(int hash, double x, double y, double z) + { + // 根据hash值确定使用哪个梯度向量 + // 12个梯度向量由以下组合构成:(+/-1, +/-1, 0), (+/-1, 0, +/-1), (0, +/-1, +/-1) + switch (hash & 0xF) // 取hash值的最后4位 + { + case 0x0: return x + y; + case 0x1: return -x + y; + case 0x2: return x - y; + case 0x3: return -x - y; + case 0x4: return x + z; + case 0x5: return -x + z; + case 0x6: return x - z; + case 0x7: return -x - z; + case 0x8: return y + z; + case 0x9: return -y + z; + case 0xA: return y - z; + case 0xB: return -y - z; + case 0xC: return y + x; // 这四个是重复的,但Ken Perlin的原始实现中包含它们。 + case 0xD: return -y + x; // 它们对噪声质量影响不大,但保持了表格的一致性。 + case 0xE: return y - x; + case 0xF: return -y - x; + default: return 0; // 不应该发生 + } + } + + /// + /// 为给定的(x, y, z)坐标生成3D Perlin噪声。 + /// 输出值通常在-1到1之间。 + /// + public double Noise(double x, double y, double z) + { + // 找到包含该点的单位立方体 + int X = (int)Math.Floor(x) & 255; + int Y = (int)Math.Floor(y) & 255; + int Z = (int)Math.Floor(z) & 255; + + // 找到该点在立方体内的相对x, y, z坐标 + x -= Math.Floor(x); + y -= Math.Floor(y); + z -= Math.Floor(z); + + // 计算x, y, z的平滑曲线 + double u = Fade(x); + double v = Fade(y); + double w = Fade(z); + + // 对立方体的8个角进行哈希计算 + int A = p[X] + Y; + int AA = p[A] + Z; + int AB = p[A + 1] + Z; + int B = p[X + 1] + Y; + int BA = p[B] + Z; + int BB = p[B + 1] + Z; + + // 获取所有8个角的哈希值 + int H000 = p[AA]; + int H100 = p[BA]; + int H010 = p[AB]; + int H110 = p[BB]; + int H001 = p[AA + 1]; + int H101 = p[BA + 1]; + int H011 = p[AB + 1]; + int H111 = p[BB + 1]; + + // 计算所有8个角的点积并插值 + double x0, x1, y0, y1; + + x0 = Lerp(u, Grad(H000, x, y, z), // (0,0,0) + Grad(H100, x - 1, y, z)); // (1,0,0) + x1 = Lerp(u, Grad(H010, x, y - 1, z), // (0,1,0) + Grad(H110, x - 1, y - 1, z)); // (1,1,0) + y0 = Lerp(v, x0, x1); + + x0 = Lerp(u, Grad(H001, x, y, z - 1), // (0,0,1) + Grad(H101, x - 1, y, z - 1)); // (1,0,1) + x1 = Lerp(u, Grad(H011, x, y - 1, z - 1), // (0,1,1) + Grad(H111, x - 1, y - 1, z - 1)); // (1,1,1) + y1 = Lerp(v, x0, x1); + + return Lerp(w, y0, y1); + } + } +} \ No newline at end of file diff --git a/Script/Base/PerlinNoise.cs.uid b/Script/Base/PerlinNoise.cs.uid new file mode 100644 index 0000000..5550e38 --- /dev/null +++ b/Script/Base/PerlinNoise.cs.uid @@ -0,0 +1 @@ +uid://cnom22n5jbp2 diff --git a/Script/Base/TickControl.cs b/Script/Base/TickControl.cs new file mode 100644 index 0000000..326e4c3 --- /dev/null +++ b/Script/Base/TickControl.cs @@ -0,0 +1,74 @@ +using Godot; +using System; +using System.Collections.Generic; +using System.Linq; +using System.Reflection; +namespace Cosmobox +{ + public partial class TickControl : Node + { + [Export] public bool pause = false; + + private List things = new List(); + private List thingsPhysics = new List(); + private List thingsUI = new List(); + public override void _Ready() + { + // 从场景树的根节点开始查找实现了 IThing 接口的节点 + FindThingsInScene(GetTree().GetRoot()); + } + + private void FindThingsInScene(Node node) + { + // 检查当前节点是否实现了 IThing 接口 + if (node is IThing thing) + { + things.Add(thing); + } + + // 检查当前节点是否实现了 IThingPhysics 接口 + if (node is IThingPhysics physicsThing) + { + thingsPhysics.Add(physicsThing); + } + + // 检查当前节点是否实现了 IThingUI 接口 + if (node is IThingUI uiThing) + { + thingsUI.Add(uiThing); + } + + // 递归查找子节点 + foreach (Node child in node.GetChildren()) + { + FindThingsInScene(child); + } + } + public override void _Process(double delta) + { + if (!pause) + { + foreach (var thing in things) + { + thing.Update(delta); + } + } + foreach (var thing in thingsUI) + { + thing.UpdateUI(); + } + } + public override void _PhysicsProcess(double delta) + { + if (!pause) + { + foreach (var thing in thingsPhysics) + { + thing.PhysicsUpdate(delta); + } + } + } + + } + +} \ No newline at end of file diff --git a/Script/Base/TickControl.cs.uid b/Script/Base/TickControl.cs.uid new file mode 100644 index 0000000..19de699 --- /dev/null +++ b/Script/Base/TickControl.cs.uid @@ -0,0 +1 @@ +uid://ctbyhk40owvej diff --git a/Script/Generate/PlayerGenerate.cs b/Script/Generate/PlayerGenerate.cs new file mode 100644 index 0000000..4aadf1b --- /dev/null +++ b/Script/Generate/PlayerGenerate.cs @@ -0,0 +1,73 @@ +using Cosmobox.Def; +using Godot; +using System; +using System.Linq; +namespace Cosmobox +{ + public partial class PlayerGenerate : Node2D + { + + public override void _Ready() + { + InitResource.instance.defines.TryGetValue("DrawingOrder", out var defines); + if (defines != null) + { + GenerateNode(defines.First().Value as DrawingOrder,this); + } + + } + + public bool GenerateNode(DrawingOrder drawingOrder, Node parentNode) + { + if (drawingOrder == null) + { + GD.PrintErr("DrawingOrder is null"); + return false; + } + + if (parentNode == null) + { + GD.PrintErr("Parent node is null"); + return false; + } + + // 遍历 DrawingOrder 的 DrawNodes 列表 + foreach (var drawNode in drawingOrder.DrawNodes) + { + if (!CreateNode(drawNode, parentNode)) + { + GD.PrintErr($"Failed to create node: {drawNode.NodeName}"); + return false; + } + } + + return true; + } + private bool CreateNode(DrawNode drawNode, Node parentNode) + { + if (string.IsNullOrEmpty(drawNode.NodeName)) + { + GD.PrintErr("NodeName is null or empty"); + return false; + } + + // 创建新节点并添加到父节点 + var newNode = new ColorRect(); + newNode.Name = drawNode.NodeName; + parentNode.AddChild(newNode); + + // 如果存在子节点,递归创建 + foreach (var child in drawNode.Children) + { + if (!CreateNode(child, newNode)) + { + GD.PrintErr($"Failed to create child node: {child.NodeName}"); + return false; + } + } + + return true; + } + } + +} \ No newline at end of file diff --git a/Script/Generate/PlayerGenerate.cs.uid b/Script/Generate/PlayerGenerate.cs.uid new file mode 100644 index 0000000..2dcf30a --- /dev/null +++ b/Script/Generate/PlayerGenerate.cs.uid @@ -0,0 +1 @@ +uid://yl4050ru0ros diff --git a/Script/Item/BagItem.cs b/Script/Item/BagItem.cs new file mode 100644 index 0000000..2c31bbe --- /dev/null +++ b/Script/Item/BagItem.cs @@ -0,0 +1,45 @@ +using Godot; +using System; +using System.Collections.Generic; + +public partial class BagItem +{ + public ItemResource itemResource; + public int amount; + + public string ItemName + { + get + { + return itemResource?.ItemName ?? "Unknown"; // 防止空引用 + } + } + + public string Description + { + get + { + return itemResource?.Description ?? "No description"; // 防止空引用 + } + } + + public void AddAmount(int value) + { + if (value < 0) + { + GD.PrintErr("Cannot add negative amount to BagItem."); + return; + } + amount += value; + } + + public void RemoveAmount(int value) + { + if (value < 0 || value > amount) + { + GD.PrintErr("Invalid amount to remove from BagItem."); + return; + } + amount -= value; + } +} \ No newline at end of file diff --git a/Script/Item/BagItem.cs.uid b/Script/Item/BagItem.cs.uid new file mode 100644 index 0000000..cf39ad9 --- /dev/null +++ b/Script/Item/BagItem.cs.uid @@ -0,0 +1 @@ +uid://bbwjvic0ilxan diff --git a/Script/Item/ItemResource.cs b/Script/Item/ItemResource.cs new file mode 100644 index 0000000..9db7391 --- /dev/null +++ b/Script/Item/ItemResource.cs @@ -0,0 +1,11 @@ +using Godot; +using System; + +[GlobalClass] +public partial class ItemResource : Resource +{ + [Export] public string ItemName{ get; private set; } + [Export] public string Description{ get; private set; } + [Export] public Texture2D Icon{ get; private set; } + [Export] public bool Stackable{ get; private set; } +} diff --git a/Script/Item/ItemResource.cs.uid b/Script/Item/ItemResource.cs.uid new file mode 100644 index 0000000..f37fadd --- /dev/null +++ b/Script/Item/ItemResource.cs.uid @@ -0,0 +1 @@ +uid://d02in2v01dbtb diff --git a/Script/Item/Projectile.cs b/Script/Item/Projectile.cs new file mode 100644 index 0000000..d451d2a --- /dev/null +++ b/Script/Item/Projectile.cs @@ -0,0 +1,125 @@ +using Godot; +using System; + +public partial class Projectile : Area2D +{ + // === 子弹属性 === + [Export] public float Speed = 500f; // 子弹速度(像素/秒) + [Export] public float LifeTime = 2f; // 子弹存在时间(秒) + [Export] public int Damage = 10; // 子弹伤害值 + [Export] public Texture2D ProjectileTexture; // 子弹视觉纹理 + + // === 内部状态 === + public Vector2 Direction = Vector2.Right; // 子弹方向(由武器设置) + public Node2D From; // 子弹所有者(用于避免自伤) + + private Timer _lifeTimer; // 生命周期计时器 + private Sprite2D _visualSprite; // 视觉精灵节点 + + public override void _Ready() + { + // === 初始化视觉表现 === + SetupVisualRepresentation(); + + // === 初始化生命周期计时器 === + SetupLifeTimer(); + + // === 连接碰撞信号 === + BodyEntered += OnBodyEntered; + } + + /// + /// 设置子弹视觉表现 + /// + private void SetupVisualRepresentation() + { + // 尝试获取现有的精灵节点 + _visualSprite = GetNodeOrNull("VisualSprite"); + + // 如果不存在则创建 + if (_visualSprite == null && ProjectileTexture != null) + { + _visualSprite = new Sprite2D(); + _visualSprite.Name = "VisualSprite"; + AddChild(_visualSprite); + } + + // 应用纹理到视觉精灵 + if (_visualSprite != null && ProjectileTexture != null) + { + _visualSprite.Texture = ProjectileTexture; + } + + // 根据方向旋转子弹 + if (Direction != Vector2.Zero) + { + Rotation = Mathf.Atan2(Direction.Y, Direction.X); + } + } + + /// + /// 设置生命周期计时器 + /// + private void SetupLifeTimer() + { + _lifeTimer = new Timer(); + AddChild(_lifeTimer); + _lifeTimer.WaitTime = LifeTime; + _lifeTimer.OneShot = true; // 单次触发模式 + _lifeTimer.Timeout += OnLifeTimerTimeout; + _lifeTimer.Start(); + } + + public override void _PhysicsProcess(double delta) + { + float deltaF = (float)delta; + + // 移动子弹 + GlobalPosition += Direction * Speed * deltaF; + } + + /// + /// 生命周期计时器回调 + /// + private void OnLifeTimerTimeout() + { + // 子弹超时自动销毁 + Destroy(); + } + + /// + /// 碰撞检测回调 + /// + private void OnBodyEntered(Node2D body) + { + // 忽略所有者 + if (body == From) return; + + // 对可伤害实体造成伤害 + if (body is IDamageable damageable) + { + damageable.TakeDamage(Damage); + } + + // 销毁子弹 + Destroy(); + } + + /// + /// 销毁子弹 + /// + private void Destroy() + { + // 实际应用中应该: + // 1. 播放爆炸/命中效果 + // 2. 播放音效 + // 3. 可选: 留下弹痕/痕迹 + QueueFree(); + } +} + +// 可伤害接口 +public interface IDamageable +{ + void TakeDamage(float amount); +} \ No newline at end of file diff --git a/Script/Item/Projectile.cs.uid b/Script/Item/Projectile.cs.uid new file mode 100644 index 0000000..95bdccc --- /dev/null +++ b/Script/Item/Projectile.cs.uid @@ -0,0 +1 @@ +uid://dg675fsx6dpv1 diff --git a/Script/Loader/Attribute/NeedTranslate.cs b/Script/Loader/Attribute/NeedTranslate.cs new file mode 100644 index 0000000..1f5e7a1 --- /dev/null +++ b/Script/Loader/Attribute/NeedTranslate.cs @@ -0,0 +1,6 @@ +using System; + +[AttributeUsage(AttributeTargets.Field)] +public class NeedTranslateAttribute : Attribute +{ +} \ No newline at end of file diff --git a/Script/Loader/Attribute/NeedTranslate.cs.uid b/Script/Loader/Attribute/NeedTranslate.cs.uid new file mode 100644 index 0000000..65b4627 --- /dev/null +++ b/Script/Loader/Attribute/NeedTranslate.cs.uid @@ -0,0 +1 @@ +uid://ikk1jy48d475 diff --git a/Script/Loader/Define/Character.cs b/Script/Loader/Define/Character.cs new file mode 100644 index 0000000..ad18366 --- /dev/null +++ b/Script/Loader/Define/Character.cs @@ -0,0 +1,13 @@ + + +namespace Cosmobox.Def +{ + public partial class Character : Define + { + public DrawingOrder + drawingOrder_down, + drawingOrder_up, + drawingOrder_left, + drawingOrder_right; + } +} \ No newline at end of file diff --git a/Script/Loader/Define/Character.cs.uid b/Script/Loader/Define/Character.cs.uid new file mode 100644 index 0000000..c249d67 --- /dev/null +++ b/Script/Loader/Define/Character.cs.uid @@ -0,0 +1 @@ +uid://criteyjl5dksn diff --git a/Script/Loader/Define/Define.cs b/Script/Loader/Define/Define.cs new file mode 100644 index 0000000..ce3be6d --- /dev/null +++ b/Script/Loader/Define/Define.cs @@ -0,0 +1,42 @@ + +using System.Xml.Linq; + +namespace Cosmobox.Def +{ + public class Define + { + public string defName; + [NeedTranslate] + public string label; + [NeedTranslate] + public string discription; + /// + /// 初始化方法,根据传入的 XML 元素 () 进行处理。 + /// + /// 包含定义信息的 XML 元素。 + /// + /// 返回一个布尔值: + /// - 如果返回 false,表示按照默认方式处理(依次对 XML 进行变量名识别和赋值)。 + /// - 如果返回 true,表示使用自定义方式处理,不进行额外的默认处理。 + /// + /// + /// + /// 该方法的基类实现会自动识别并处理以下三个变量: + /// - defName + /// - label + /// - description + /// + /// + /// 如果需要覆盖默认行为,可以在派生类中重写此方法,并返回 true + /// 以指示框架跳过默认处理逻辑。 + /// + /// + public virtual bool Init(XElement xmlDef) + { + defName = xmlDef.Element("defName")?.Value; + label = xmlDef.Element("label")?.Value; + discription = xmlDef.Element("discription")?.Value; + return false; + } + } +} \ No newline at end of file diff --git a/Script/Loader/Define/Define.cs.uid b/Script/Loader/Define/Define.cs.uid new file mode 100644 index 0000000..40fe7b6 --- /dev/null +++ b/Script/Loader/Define/Define.cs.uid @@ -0,0 +1 @@ +uid://btgw3kqfk2i6y diff --git a/Script/Loader/Define/DrawNode.cs b/Script/Loader/Define/DrawNode.cs new file mode 100644 index 0000000..e8a5536 --- /dev/null +++ b/Script/Loader/Define/DrawNode.cs @@ -0,0 +1,24 @@ + +using System.Collections.Generic; +using System.Xml.Linq; + +namespace Cosmobox.Def +{ + public partial class DrawNode : Define + { + public string NodeName { get; set; } + public List Children { get; set; } = []; + public override bool Init(XElement xmlDef) + { + base.Init(xmlDef); + NodeName = xmlDef.Element("NodeName")?.Value; + foreach (var childNode in xmlDef.Elements("DrawNode")) + { + DrawNode child = new DrawNode(); + child.Init(childNode); + Children.Add(child); + } + return true; + } + } +} \ No newline at end of file diff --git a/Script/Loader/Define/DrawNode.cs.uid b/Script/Loader/Define/DrawNode.cs.uid new file mode 100644 index 0000000..146f3f7 --- /dev/null +++ b/Script/Loader/Define/DrawNode.cs.uid @@ -0,0 +1 @@ +uid://by1lt06g8xkiy diff --git a/Script/Loader/Define/DrawingOrder.cs b/Script/Loader/Define/DrawingOrder.cs new file mode 100644 index 0000000..59fde84 --- /dev/null +++ b/Script/Loader/Define/DrawingOrder.cs @@ -0,0 +1,23 @@ + + +using System.Collections.Generic; +using System.Xml.Linq; +namespace Cosmobox.Def +{ + public class DrawingOrder : Define + { + public List DrawNodes { get; set; } = new List(); + + public override bool Init(XElement xmlDef) + { + base.Init(xmlDef); + foreach (var node in xmlDef.Elements("DrawNodes")) + { + DrawNode drawNode = new DrawNode(); + drawNode.Init(node); + DrawNodes.Add(drawNode); + } + return true; + } + } +} \ No newline at end of file diff --git a/Script/Loader/Define/DrawingOrder.cs.uid b/Script/Loader/Define/DrawingOrder.cs.uid new file mode 100644 index 0000000..7a33f6e --- /dev/null +++ b/Script/Loader/Define/DrawingOrder.cs.uid @@ -0,0 +1 @@ +uid://coat5tts3smlo diff --git a/Script/Loader/InitResource.cs b/Script/Loader/InitResource.cs new file mode 100644 index 0000000..2ba7c38 --- /dev/null +++ b/Script/Loader/InitResource.cs @@ -0,0 +1,177 @@ +using Cosmobox.Def; +using Godot; +using System; +using System.Collections.Generic; +using System.IO; +using System.Reflection; +using System.Xml.Linq; + + +namespace Cosmobox +{ + public partial class InitResource : Node + { + public static InitResource instance; +#if DEBUG + static readonly string corePath = "D:\\godot_Project\\app\\打怪\\Data"; +#else + static readonly string corePath = "Data"; +#endif + static readonly string coreNamespace = "Cosmobox.Def."; + + public Dictionary> defines = new(); + + public override void _Ready() + { + // 在节点准备就绪时调用初始化方法 + Init(); + instance = this; + } + public void Init() + { + // 获取程序所在的目录路径 + string appDirectory = AppDomain.CurrentDomain.BaseDirectory; + + // 构建Data目录的完整路径 + string dataDirectory = Path.Combine(appDirectory, corePath); + + try + { + // 检查Data目录是否存在 + if (Directory.Exists(dataDirectory)) + { + // 获取Data目录下的所有子文件夹 + string[] subDirectories = Directory.GetDirectories(dataDirectory); + + // 遍历并输出每个子文件夹的名称 + foreach (string dir in subDirectories) + { + string[] xmlFiles = Directory.GetFiles(dir, "*.xml", SearchOption.AllDirectories); + foreach (string xmlFile in xmlFiles) + { + // GD.Print($"找到XML文件: {xmlFile}"); + // 调用加载XML数据的方法 + LoadXmlData(xmlFile); + } + } + } + else + { + GD.Print($"Data目录不存在: {dataDirectory}"); + } + } + catch (Exception ex) + { + GD.Print($"发生错误: {ex.Message}"); + } + } + public void LoadXmlData(string xmlFilePath) + { + // 检查文件是否存在 + if (!File.Exists(xmlFilePath)) + { + GD.Print($"XML文件不存在: {xmlFilePath}"); + return; + } + XDocument xdoc = XDocument.Load(xmlFilePath); + // 解析Define节点 + XElement rootElement = xdoc.Root; + + if (rootElement != null) + { + if (rootElement.Name == "Define") + { + foreach (var element in rootElement.Elements()) + { + var def = LoadDefine(element); + var className = element.Name.ToString(); + var name = element.Element("defName")?.Value; + if (def != null && !string.IsNullOrEmpty(name) && !string.IsNullOrEmpty(className)) + { + defines.TryAdd(className, new Dictionary()); + defines[className][name] = (Define)def; + } + GD.Print(name, " ", def); + } + } + } + + } + public object LoadDefine(XElement xElement) + { + string className = xElement.Name.ToString(); + Assembly assembly = Assembly.GetExecutingAssembly(); + + Type type; + if (!className.Contains('.')) + { + // 尝试拼接默认命名空间 + string fullClassName = coreNamespace + className; + type = assembly.GetType(fullClassName); + + // 如果拼接命名空间后仍找不到,尝试直接查找(可能是全局命名空间下的类) + if (type == null) + { + type = assembly.GetType(className); + } + } + else + { + // 直接查找 + type = assembly.GetType(className); + } + + if (type == null) + { + GD.PrintErr($"未定义的类型: {className}"); + return null; + } + + var constructor = type.GetConstructor(Type.EmptyTypes); + if (constructor == null) + { + GD.PrintErr($"{className} 必须包含无参构造函数"); + return null; + } + + // 3. 创建实例 + object instance; + try + { + instance = Activator.CreateInstance(type); + } + catch (Exception ex) + { + GD.PrintErr($"创建 {className} 实例失败: {ex.Message}"); + return null; + } + + // 4. 检查是否继承自 Define + if (instance is not Define define) + { + GD.PrintErr($"{className} 必须继承自 Define"); + return null; + } + define.Init(xElement); + return define; + // SetField(define, "Address", "123 Main St"); + } + + public static void SetField(object obj, string fieldName, object value) + { + Type type = obj.GetType(); + FieldInfo field = type.GetField(fieldName); + + if (field != null) + { + field.SetValue(obj, Convert.ChangeType(value, field.FieldType)); + } + else + { + Console.WriteLine($"Field '{fieldName}' not found."); + } + } + } + + +} \ No newline at end of file diff --git a/Script/Loader/InitResource.cs.uid b/Script/Loader/InitResource.cs.uid new file mode 100644 index 0000000..1f60c04 --- /dev/null +++ b/Script/Loader/InitResource.cs.uid @@ -0,0 +1 @@ +uid://cxwpi2iikslsq diff --git a/Script/Map/DoubleMap.cs b/Script/Map/DoubleMap.cs new file mode 100644 index 0000000..270525e --- /dev/null +++ b/Script/Map/DoubleMap.cs @@ -0,0 +1,214 @@ +using Godot; +using System; +using System.Collections.Generic; +using System.Numerics; +using static Cosmobox.TileType; + +namespace Cosmobox +{ + + public partial class DoubleMap : Node + { + [Export] TileMapLayer displayLayer; + [Export] TileMapLayer mapLayer; + + PerlinNoise perlinNoise = new(1573); + + + readonly Dictionary, Vector3I> neighboursToAtlasCoord = new() { + {new (Grass, Grass, Grass, Grass), new Vector3I(2, 1,0)}, // All corners + {new (Dirt, Dirt, Dirt, Grass), new Vector3I(1, 3,0)}, // Outer bottom-right corner + {new (Dirt, Dirt, Grass, Dirt), new Vector3I(0, 0,0)}, // Outer bottom-left corner + {new (Dirt, Grass, Dirt, Dirt), new Vector3I(0, 2,0)}, // Outer top-right corner + {new (Grass, Dirt, Dirt, Dirt), new Vector3I(3, 3,0)}, // Outer top-left corner + {new (Dirt, Grass, Dirt, Grass), new Vector3I(1, 0,0)}, // Right edge + {new (Grass, Dirt, Grass, Dirt), new Vector3I(3, 2,0)}, // Left edge + {new (Dirt, Dirt, Grass, Grass), new Vector3I(3, 0,0)}, // Bottom edge + {new (Grass, Grass, Dirt, Dirt), new Vector3I(1, 2,0)}, // Top edge + {new (Dirt, Grass, Grass, Grass), new Vector3I(1, 1,0)}, // Inner bottom-right corner + {new (Grass, Dirt, Grass, Grass), new Vector3I(2, 0,0)}, // Inner bottom-left corner + {new (Grass, Grass, Dirt, Grass), new Vector3I(2, 2,0)}, // Inner top-right corner + {new (Grass, Grass, Grass, Dirt), new Vector3I(3, 1,0)}, // Inner top-left corner + {new (Dirt, Grass, Grass, Dirt), new Vector3I(2, 3,0)}, // Bottom-left top-right corners + {new (Grass, Dirt, Dirt, Grass), new Vector3I(0, 1,0)}, // Top-left down-right corners + {new (Dirt, Dirt, Dirt, Dirt), new Vector3I(0, 3,0)}, // No corners + + + // {new (Grass, Grass, Grass, Grass), new Vector3I(2, 1,1)}, // All corners + {new (Water, Water, Water, Grass), new Vector3I(1, 3,1)}, // Outer bottom-right corner + {new (Water, Water, Grass, Water), new Vector3I(0, 0,1)}, // Outer bottom-left corner + {new (Water, Grass, Water, Water), new Vector3I(0, 2,1)}, // Outer top-right corner + {new (Grass, Water, Water, Water), new Vector3I(3, 3,1)}, // Outer top-left corner + {new (Water, Grass, Water, Grass), new Vector3I(1, 0,1)}, // Right edge + {new (Grass, Water, Grass, Water), new Vector3I(3, 2,1)}, // Left edge + {new (Water, Water, Grass, Grass), new Vector3I(3, 0,1)}, // Bottom edge + {new (Grass, Grass, Water, Water), new Vector3I(1, 2,1)}, // Top edge + {new (Water, Grass, Grass, Grass), new Vector3I(1, 1,1)}, // Inner bottom-right corner + {new (Grass, Water, Grass, Grass), new Vector3I(2, 0,1)}, // Inner bottom-left corner + {new (Grass, Grass, Water, Grass), new Vector3I(2, 2,1)}, // Inner top-right corner + {new (Grass, Grass, Grass, Water), new Vector3I(3, 1,1)}, // Inner top-left corner + {new (Water, Grass, Grass, Water), new Vector3I(2, 3,1)}, // Bottom-left top-right corners + {new (Grass, Water, Water, Grass), new Vector3I(0, 1,1)}, // Top-left down-right corners + {new (Water, Water, Water, Water), new Vector3I(0, 3,1)}, // No corners + + // {new (Dirt, Dirt, Dirt, Dirt), new Vector3I(2, 1,2)}, // All corners + {new (Water, Water, Water, Dirt), new Vector3I(1, 3,2)}, // Outer bottom-right corner + {new (Water, Water, Dirt, Water), new Vector3I(0, 0,2)}, // Outer bottom-left corner + {new (Water, Dirt, Water, Water), new Vector3I(0, 2,2)}, // Outer top-right corner + {new (Dirt, Water, Water, Water), new Vector3I(3, 3,2)}, // Outer top-left corner + {new (Water, Dirt, Water, Dirt), new Vector3I(1, 0,2)}, // Right edge + {new (Dirt, Water, Dirt, Water), new Vector3I(3, 2,2)}, // Left edge + {new (Water, Water, Dirt, Dirt), new Vector3I(3, 0,2)}, // Bottom edge + {new (Dirt, Dirt, Water, Water), new Vector3I(1, 2,2)}, // Top edge + {new (Water, Dirt, Dirt, Dirt), new Vector3I(1, 1,2)}, // Inner bottom-right corner + {new (Dirt, Water, Dirt, Dirt), new Vector3I(2, 0,2)}, // Inner bottom-left corner + {new (Dirt, Dirt, Water, Dirt), new Vector3I(2, 2,2)}, // Inner top-right corner + {new (Dirt, Dirt, Dirt, Water), new Vector3I(3, 1,2)}, // Inner top-left corner + {new (Water, Dirt, Dirt, Water), new Vector3I(2, 3,2)}, // Bottom-left top-right corners + {new (Dirt, Water, Water, Dirt), new Vector3I(0, 1,2)}, // Top-left down-right corners + + { new (Grass, Dirt, Water, Grass), new Vector3I(0, 0,3)}, + { new (Dirt, Water, Grass, Grass), new Vector3I(1, 0,3)}, + { new (Water, Dirt, Grass, Grass), new Vector3I(2, 0,3)}, + { new (Dirt, Grass, Grass, Water), new Vector3I(3, 0,3)}, + { new (Grass, Water, Grass, Dirt), new Vector3I(3, 1,3)}, + { new (Grass, Dirt, Grass, Water), new Vector3I(3, 2,3)}, + { new (Grass, Water, Dirt, Grass), new Vector3I(3, 3,3)}, + { new (Grass, Grass, Water, Dirt), new Vector3I(2, 3,3)}, + { new (Grass, Grass, Dirt, Water), new Vector3I(1, 3,3)}, + { new (Water, Grass, Grass, Dirt), new Vector3I(0, 3,3)}, + { new (Dirt, Grass, Water, Grass), new Vector3I(0, 2,3)}, + { new (Water, Grass, Dirt, Grass), new Vector3I(0, 1,3)}, + + { new (Dirt, Grass, Water, Dirt), new Vector3I(0, 0,4)}, + { new (Grass, Water, Dirt, Dirt), new Vector3I(1, 0,4)}, + { new (Water, Grass, Dirt, Dirt), new Vector3I(2, 0,4)}, + { new (Grass, Dirt, Dirt, Water), new Vector3I(3, 0,4)}, + { new (Dirt, Water, Dirt, Grass), new Vector3I(3, 1,4)}, + { new (Dirt, Grass, Dirt, Water), new Vector3I(3, 2,4)}, + { new (Dirt, Water, Grass, Dirt), new Vector3I(3, 3,4)}, + { new (Dirt, Dirt, Water, Grass), new Vector3I(2, 3,4)}, + { new (Dirt, Dirt, Grass, Water), new Vector3I(1, 3,4)}, + { new (Water, Dirt, Dirt, Grass), new Vector3I(0, 3,4)}, + { new (Grass, Dirt, Water, Dirt), new Vector3I(0, 2,4)}, + { new (Water, Dirt, Grass, Dirt), new Vector3I(0, 1,4)}, + + { new (Water, Grass, Dirt, Water), new Vector3I(0, 0,5)}, + { new (Grass, Dirt, Water, Water), new Vector3I(1, 0,5)}, + { new (Dirt, Grass, Water, Water), new Vector3I(2, 0,5)}, + { new (Grass, Water, Water, Dirt), new Vector3I(3, 0,5)}, + { new (Water, Dirt, Water, Grass), new Vector3I(3, 1,5)}, + { new (Water, Grass, Water, Dirt), new Vector3I(3, 2,5)}, + { new (Water, Dirt, Grass, Water), new Vector3I(3, 3,5)}, + { new (Water, Water, Dirt, Grass), new Vector3I(2, 3,5)}, + { new (Water, Water, Grass, Dirt), new Vector3I(1, 3,5)}, + { new (Dirt, Water, Water, Grass), new Vector3I(0, 3,5)}, + { new (Grass, Water, Dirt, Water), new Vector3I(0, 2,5)}, + { new (Dirt, Water, Grass, Water), new Vector3I(0, 1,5)}, + }; + + private static readonly Vector2I[] _shifts = + [ + new(0, 0), + new(1, 0), + new(0, 1), + new(1, 1) + ]; + public override void _Ready() + { + int wide = 100; + float scale = 0.1f; // 缩放因子 + + for (int i = 0; i < wide; i++) + { + for (int j = 0; j < wide; j++) + { + // 获取噪声值并归一化到 [0, 1] + var noiseValue = perlinNoise.Noise(i * scale, j * scale, 0); + var val = (noiseValue + 1) / 2; + + // 根据噪声值设置地形类型 + if (val > 0.3) + { + mapLayer.SetCell(new Vector2I(i, j), 0, TileTypeToAtlasCoord(Grass)); + } + else if (val > 0.25) + { + mapLayer.SetCell(new Vector2I(i, j), 0, TileTypeToAtlasCoord(Dirt)); + } + else + { + mapLayer.SetCell(new Vector2I(i, j), 0, TileTypeToAtlasCoord(Water)); + } + } + } + + UpdateDisplay(); + } + public void UpdateDisplay() + { + var tilePos = mapLayer.GetUsedCells(); + foreach (var pos in tilePos) + { + UpdateDisplay(pos); + // UpdateDisplay(pos - new Vector2I(1, 0)); + // UpdateDisplay(pos - new Vector2I(1, 1)); + // UpdateDisplay(pos - new Vector2I(0, 1)); + } + } + public void UpdateDisplay(Vector2I coord) + { + var key = GetNearTileData(coord); + if (neighboursToAtlasCoord.TryGetValue(key, out Vector3I atlasCoord)) + { + displayLayer.SetCell(coord, atlasCoord[2], new(atlasCoord[0], atlasCoord[1])); + } + else + { + displayLayer.SetCell(coord, 1, new(0, 3)); + } + + } + public TileType GetTileType(Vector2I pos) + { + var cell = mapLayer.GetCellAtlasCoords(pos); + return AtlasCoordToTileType(cell); + } + public static TileType AtlasCoordToTileType(Vector2I coord) + { + return coord switch + { + Vector2I(0, 0) => Grass, + Vector2I(1, 0) => Dirt, + Vector2I(2, 0) => Water, + _ => Water, + }; + } + public static Vector2I TileTypeToAtlasCoord(TileType tileType) + { + return tileType switch + { + Grass => new(0, 0), + Dirt => new(1, 0), + Water => new(2, 0), + _ => new(0, 0), + }; + } + public Tuple GetNearTileData(Vector2I coord) + { + return new Tuple( + GetTileType(coord + _shifts[0]), + GetTileType(coord + _shifts[1]), + GetTileType(coord + _shifts[2]), + GetTileType(coord + _shifts[3]) + ); + } + + public void SetTile(Vector2I pos, TileType tileType) + { + mapLayer.SetCell(pos, 0, TileTypeToAtlasCoord(tileType)); + } + + } + +} \ No newline at end of file diff --git a/Script/Map/DoubleMap.cs.uid b/Script/Map/DoubleMap.cs.uid new file mode 100644 index 0000000..a2ec545 --- /dev/null +++ b/Script/Map/DoubleMap.cs.uid @@ -0,0 +1 @@ +uid://bc2ats1ib4dde diff --git a/Script/Map/TileType.cs b/Script/Map/TileType.cs new file mode 100644 index 0000000..82ca136 --- /dev/null +++ b/Script/Map/TileType.cs @@ -0,0 +1,10 @@ +namespace Cosmobox +{ + public enum TileType + { + None, + Grass, + Water, + Dirt, + } +} \ No newline at end of file diff --git a/Script/Map/TileType.cs.uid b/Script/Map/TileType.cs.uid new file mode 100644 index 0000000..467b531 --- /dev/null +++ b/Script/Map/TileType.cs.uid @@ -0,0 +1 @@ +uid://dqd3d18u1e3r5 diff --git a/Script/Pawn/BagItemList.cs b/Script/Pawn/BagItemList.cs new file mode 100644 index 0000000..fddcce6 --- /dev/null +++ b/Script/Pawn/BagItemList.cs @@ -0,0 +1,71 @@ +using Godot; +using System; +using System.Collections.Generic; +namespace Cosmobox +{ + public partial class BagItemList + { + public List Items = new(); + + // 查找物品 + public BagItem Find(string name) + { + foreach (var item in Items) + { + if (item.ItemName == name) + { + return item; + } + } + return null; + } + + // 添加物品 + public bool AddItem(ItemResource resource, int amount = 1) + { + if (resource == null || amount <= 0) + { + GD.PrintErr("Invalid item or amount."); + return false; + } + + // 检查是否已有相同物品 + var existingItem = Find(resource.ItemName); + if (existingItem != null && resource.Stackable) + { + existingItem.AddAmount(amount); // 堆叠物品 + } + else + { + // 创建新物品条目 + var newItem = new BagItem + { + itemResource = resource, + amount = amount + }; + Items.Add(newItem); + } + return true; + } + + // 移除物品 + public bool RemoveItem(string name, int amount = 1) + { + var item = Find(name); + if (item == null) + { + GD.Print($"Item '{name}' not found in bag."); + return false; + } + + if (amount >= item.amount) + { + Items.Remove(item); // 完全移除物品 + return true; + } + + item.RemoveAmount(amount); // 减少数量 + return true; + } + } +} \ No newline at end of file diff --git a/Script/Pawn/BagItemList.cs.uid b/Script/Pawn/BagItemList.cs.uid new file mode 100644 index 0000000..b68074b --- /dev/null +++ b/Script/Pawn/BagItemList.cs.uid @@ -0,0 +1 @@ +uid://b1fsx76po5ksu diff --git a/Script/Pawn/CameraControl.cs b/Script/Pawn/CameraControl.cs new file mode 100644 index 0000000..5caaef9 --- /dev/null +++ b/Script/Pawn/CameraControl.cs @@ -0,0 +1,225 @@ +using Godot; +using System; +namespace Cosmobox +{ + public partial class CameraControl : Camera2D + { + [Export] public Node2D Target; // 要跟随的目标(通常为玩家角色) + [Export] public bool EnableSmoothing = true; // 启用平滑跟随 + [Export(PropertyHint.Range, "0.1,10,0.1")] + public float SmoothingSpeed = 2.5f; // 平滑跟随速度(推荐值2.0-4.0) + + [Export] public bool EnableBounds = false; // 启用边界限制 + [Export] public Rect2 CameraBounds; // 摄像机移动边界 + + [Export] public Vector2 PositionOffset = Vector2.Zero; // 目标位置偏移 + [Export] public bool ScaleWithZoom = true; // 边界是否随缩放调整 + + [Export] public float DeadZoneRadius = 0; // 摄像机不移动的半径(减少微小移动) + + [Export] public float ZoomSensitivity = 0.1f; // 缩放灵敏度 + [Export] public Vector2 MinZoom = new Vector2(0.5f, 0.5f); // 最小缩放 + [Export] public Vector2 MaxZoom = new Vector2(2.0f, 2.0f); // 最大缩放 + + private Vector2 _targetPosition; + private Vector2 _currentVelocity = Vector2.Zero; // 用于平滑插值 + private Rect2 _effectiveBounds; // 实际使用的边界(考虑缩放) + + public override void _Ready() + { + if (Target == null) + { + // 自动查找玩家作为目标 + Target = GetTree().Root.GetNodeOrNull("Player"); + if (Target == null) + { + GD.PrintErr("CameraControl: Failed to find Player node. Assign a Target manually."); + } + } + + // 确保摄像机位置初始化 + if (Target != null) + { + _targetPosition = Target.GlobalPosition + PositionOffset; + GlobalPosition = _targetPosition; + } + + // 初始化有效边界 + UpdateEffectiveBounds(); + } + + public override void _PhysicsProcess(double delta) + { + if (Target == null) + return; + + float deltaFloat = (float)delta; + + // 更新目标位置(考虑偏移) + Vector2 newTarget = Target.GlobalPosition + PositionOffset; + + // 应用死区减少微小移动 + if (DeadZoneRadius > 0 && newTarget.DistanceTo(_targetPosition) < DeadZoneRadius) + { + newTarget = _targetPosition; + } + else + { + _targetPosition = newTarget; + } + + // 应用边界限制 + if (EnableBounds) + { + UpdateEffectiveBounds(); + _targetPosition = ClampPosition(_targetPosition); + } + + // 应用平滑过渡或直接跟随 + Vector2 newPosition; + if (EnableSmoothing && SmoothingSpeed > 0) + { + // 使用SmoothDamp获得更自然的缓动效果 + newPosition = SmoothDamp(GlobalPosition, _targetPosition, ref _currentVelocity, 1 / SmoothingSpeed, deltaFloat); + } + else + { + newPosition = _targetPosition; + } + + // 最终位置赋值 + GlobalPosition = newPosition; + } + + public override void _UnhandledInput(InputEvent @event) + { + // 鼠标滚轮缩放控制 + if (@event is InputEventMouseButton mouseEvent) + { + if (mouseEvent.IsPressed()) + { + Vector2 zoomFactor = Zoom; + + // // 滚轮向上 - 放大 + // if (mouseEvent.ButtonIndex == MouseButton.WheelUp) + // { + // zoomFactor -= Vector2.One * ZoomSensitivity; + // } + // // 滚轮向下 - 缩小 + // else if (mouseEvent.ButtonIndex == MouseButton.WheelDown) + // { + // zoomFactor += Vector2.One * ZoomSensitivity; + // } + + // // 钳制缩放值 + // zoomFactor.X = Mathf.Clamp(zoomFactor.X, MinZoom.X, MaxZoom.X); + // zoomFactor.Y = Mathf.Clamp(zoomFactor.Y, MinZoom.Y, MaxZoom.Y); + + if (zoomFactor != Zoom) + { + Zoom = zoomFactor; + UpdateEffectiveBounds(); + } + } + } + } + + /// + /// 平滑插值函数(类似Unity的SmoothDamp) + /// + private Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float deltaTime, float maxSpeed = float.MaxValue) + { + float omega = 2f / Mathf.Max(0.0001f, smoothTime); + float x = omega * deltaTime; + float exp = 1f / (1f + x + 0.48f * x * x + 0.235f * x * x * x); + Vector2 change = current - target; + Vector2 originalTarget = target; + + float maxChange = maxSpeed * smoothTime; + + // 使用自定义方法替代ClampMagnitude + float magnitude = change.Length(); + if (magnitude > maxChange && maxChange > 0) + { + change = change.Normalized() * maxChange; + } + + target = current - change; + + Vector2 temp = (currentVelocity + omega * change) * deltaTime; + currentVelocity = (currentVelocity - omega * temp) * exp; + Vector2 result = target + (change + temp) * exp; + + // 防止过冲 + Vector2 toOriginalTarget = originalTarget - current; + Vector2 toResult = result - originalTarget; + if (toOriginalTarget.Dot(toResult) > 0) + { + result = originalTarget; + currentVelocity = (result - originalTarget) / deltaTime; + } + + return result; + } + + /// + /// 更新实际使用的边界(考虑缩放) + /// + private void UpdateEffectiveBounds() + { + if (!EnableBounds || !ScaleWithZoom) + { + _effectiveBounds = CameraBounds; + return; + } + + // 根据缩放比例调整边界 + Vector2 halfViewSize = GetViewportRect().Size * 0.5f / Zoom; + Vector2 min = CameraBounds.Position + halfViewSize; + Vector2 max = CameraBounds.End - halfViewSize; + + // 确保有效边界有效 + if (min.X > max.X) min.X = max.X = (min.X + max.X) * 0.5f; + if (min.Y > max.Y) min.Y = max.Y = (min.Y + max.Y) * 0.5f; + + _effectiveBounds = new Rect2(min, max - min); + } + + /// + /// 钳制位置在边界范围内 + /// + private Vector2 ClampPosition(Vector2 position) + { + return new Vector2( + Mathf.Clamp(position.X, _effectiveBounds.Position.X, _effectiveBounds.End.X), + Mathf.Clamp(position.Y, _effectiveBounds.Position.Y, _effectiveBounds.End.Y) + ); + } + + // 调试:在编辑器中绘制边界可视化 + public override void _Draw() + { + if (Engine.IsEditorHint() && EnableBounds) + { + // 绘制主边界 + var rect = new Rect2(_effectiveBounds.Position - GlobalPosition, _effectiveBounds.Size); + DrawRect(rect, Colors.Red, false, 2.0f); + + // 绘制原始边界参考线 + var origRect = new Rect2(CameraBounds.Position - GlobalPosition, CameraBounds.Size); + DrawRect(origRect, Colors.Yellow, false, 1.0f); + } + } + + /// + /// 设置摄像机边界(简化API) + /// + public void SetBounds(Rect2 bounds, bool updateImmediately = true) + { + CameraBounds = bounds; + EnableBounds = true; + if (updateImmediately) + UpdateEffectiveBounds(); + } + } +} \ No newline at end of file diff --git a/Script/Pawn/CameraControl.cs.uid b/Script/Pawn/CameraControl.cs.uid new file mode 100644 index 0000000..263bd16 --- /dev/null +++ b/Script/Pawn/CameraControl.cs.uid @@ -0,0 +1 @@ +uid://bhpimjcr0h66h diff --git a/Script/Pawn/CharacterLoader.cs b/Script/Pawn/CharacterLoader.cs new file mode 100644 index 0000000..b1be2af --- /dev/null +++ b/Script/Pawn/CharacterLoader.cs @@ -0,0 +1,232 @@ +using Godot; +using System.IO; +using System.Linq; +using System.Collections.Generic; +using System.Diagnostics; + + +namespace Cosmobox +{ + public static class CharacterLoader + { + // 支持的部件目录列表 + private static readonly string[] ComponentFolders = { + "body", "clothing", "hair", "hairBackground", "head", "leftEar", "rightEar" + }; + + // 方向关键词映射到索引位置 + private static readonly Dictionary DirectionMapping = new Dictionary(System.StringComparer.OrdinalIgnoreCase) + { + {"south", 0}, // 南方向 - 索引0 + {"north", 1}, // 北方向 - 索引1 + {"east", 2}, // 东方向 - 索引2 + {"west", 2} // 西方向也映射到索引2(共用东方向的纹理) + }; + + /// + /// 加载角色所有部件的纹理 + /// + public static Dictionary LoadCharacterTextures(string rootPath) + { + var textures = new Dictionary(); + // GD.Print($"开始加载角色纹理资源,根目录: {rootPath}"); + + // 检查根目录是否存在 + if (!DirAccess.DirExistsAbsolute(rootPath)) + { + // GD.PrintErr($"错误:资源根目录不存在 - {rootPath}"); + return textures; + } + + using (var dir = DirAccess.Open(rootPath)) + { + if (dir == null) + { + GD.PrintErr($"错误:无法打开根目录 - {rootPath}"); + return textures; + } + + // GD.Print($"找到根目录,开始扫描部件文件夹..."); + + // 遍历所有支持的部件目录 + foreach (string component in ComponentFolders) + { + string componentPath = Path.Combine(rootPath, component); + // GD.Print($"检查部件: {component},路径: {componentPath}"); + + if (DirAccess.DirExistsAbsolute(componentPath)) + { + // GD.Print($"找到部件文件夹: {component}"); + Texture2D[] componentTextures = LoadComponentTextures(componentPath); + + if (componentTextures != null && componentTextures.Length == 3) + { + // GD.Print($"成功加载部件: {component},纹理数量: 3"); + textures[component] = componentTextures; + } + else + { + GD.PrintErr($"警告:部件{component}纹理加载不完整,实际数量: {componentTextures?.Length ?? 0}"); + } + } + else + { + // GD.Print($"部件文件夹不存在: {component}"); + } + } + } + + // GD.Print($"资源加载完成,成功部件: {textures.Count}/{ComponentFolders.Length}"); + return textures; + } + + /// + /// 加载单个部件的所有方向纹理 + /// + private static Texture2D[] LoadComponentTextures(string folderPath) + { + Texture2D[] textures = new Texture2D[3]; + var foundFiles = new List<(string path, int index)>(); + // GD.Print($"加载部件文件夹: {folderPath}"); + + using (var dir = DirAccess.Open(folderPath)) + { + if (dir == null) + { + GD.PrintErr($"错误:无法打开部件目录 - {folderPath}"); + return textures; + } + + var status = dir.ListDirBegin(); + if (status != Error.Ok) + { + GD.PrintErr($"错误:无法开始文件列表 ({status}) - {folderPath}"); + return textures; + } + + string fileName = dir.GetNext(); + int fileCount = 0; + int matchedCount = 0; + List unmatchedFiles = new List(); + + // GD.Print($"开始扫描文件..."); + + while (!string.IsNullOrEmpty(fileName)) + { + fileCount++; + if (!dir.CurrentIsDir()) + { + string filePath = Path.Combine(folderPath, fileName); + // GD.Print($"处理文件 #{fileCount}: {fileName}"); + + // 检查文件扩展名 + if (!IsImageFile(fileName)) + { + // GD.Print($"跳过非图片文件: {fileName}"); + fileName = dir.GetNext(); + continue; + } + + bool matched = false; + + // 检测方向关键词 + foreach (var kv in DirectionMapping) + { + if (fileName.Contains(kv.Key, System.StringComparison.OrdinalIgnoreCase)) + { + // GD.Print($"找到方向关键词 '{kv.Key}' -> 索引 {kv.Value}"); + foundFiles.Add((filePath, kv.Value)); + matched = true; + matchedCount++; + break; + } + } + + if (!matched) + { + GD.PrintErr($"警告:无法识别的方向名称 - {fileName}"); + unmatchedFiles.Add(fileName); + } + } + else + { + // GD.Print($"跳过子目录: {fileName}"); + } + + fileName = dir.GetNext(); + } + + dir.ListDirEnd(); + + // GD.Print($"文件夹扫描完成:"); + // GD.Print($"- 总文件: {fileCount}"); + // GD.Print($"- 匹配文件: {matchedCount}"); + + if (unmatchedFiles.Count > 0) + { + GD.PrintErr($"警告: {unmatchedFiles.Count} 个文件未包含方向关键词(south/north/east/west):"); + foreach (var f in unmatchedFiles) + { + GD.PrintErr($" - {f}"); + } + } + } + + // 检查是否所有方向都找到了文件 + bool[] foundDirections = new bool[3]; + + // 加载纹理 + foreach (var (path, index) in foundFiles) + { + if (index >= 0 && index < textures.Length) + { + if (textures[index] == null) + { + // GD.Print($"加载纹理: {Path.GetFileName(path)} -> 方向索引 {index}"); + textures[index] = ResourceLoader.Load(path); + foundDirections[index] = true; + + if (textures[index] == null) + { + GD.PrintErr($"错误:无法加载纹理资源 - {path}"); + } + } + else + { + GD.Print($"跳过纹理: {Path.GetFileName(path)} -> 方向索引 {index}(已有更优先的纹理)"); + } + } + else + { + GD.PrintErr($"错误:无效方向索引 {index} - {path}"); + } + } + + // 检查缺失的方向 + for (int i = 0; i < foundDirections.Length; i++) + { + if (!foundDirections[i]) + { + string direction; + if (i == 0) direction = "south"; + else if (i == 1) direction = "north"; + else direction = "east"; + + GD.PrintErr($"警告:缺少{direction}方向纹理"); + } + } + + return textures; + } + + /// + /// 检查文件是否是图片格式 + /// + private static bool IsImageFile(string fileName) + { + string ext = Path.GetExtension(fileName).ToLower(); + return ext == ".png" || ext == ".jpg" || ext == ".jpeg" || ext == ".webp" || ext == ".bmp"; + } + } + +} \ No newline at end of file diff --git a/Script/Pawn/CharacterLoader.cs.uid b/Script/Pawn/CharacterLoader.cs.uid new file mode 100644 index 0000000..bfeb873 --- /dev/null +++ b/Script/Pawn/CharacterLoader.cs.uid @@ -0,0 +1 @@ +uid://cvdj4q7yvd85a diff --git a/Script/Pawn/Pawn.cs b/Script/Pawn/Pawn.cs new file mode 100644 index 0000000..1bdfeab --- /dev/null +++ b/Script/Pawn/Pawn.cs @@ -0,0 +1,252 @@ +using Godot; +using System; +using System.Collections.Generic; + +namespace Cosmobox +{ + public partial class Pawn : Sprite2D, IThingPhysics + { + // 移动参数 + [Export] protected float moveSpeed = 200f; // 每秒移动的世界单位数 + + // 角色属性 + [Export] protected int attack = 10; // 攻击力 + [Export] protected int health = 100; // 生命值 + [Export] protected int defense = 5; // 防御力 + + // 部件节点 + [Export] protected Sprite2D head; // 头部精灵 + [Export] protected Sprite2D body; // 身体精灵 + [Export] protected Sprite2D clothes; // 衣服精灵 + [Export] protected Sprite2D hairBackground; // 头发背景精灵 + [Export] protected Sprite2D hair; // 头发精灵 + [Export] protected Sprite2D leftEar; // 左耳精灵 + [Export] protected Sprite2D rightEar; // 右耳精灵 + + // 资源路径 + [Export] protected string characterResourcesPath = null; // 角色资源文件夹路径 + + // 纹理数组(每个数组有3个方向:下/上/侧边) + [Export] protected Texture2D[] headTextures = new Texture2D[3]; // 头部纹理 + [Export] protected Texture2D[] bodyTextures = new Texture2D[3]; // 身体纹理 + [Export] protected Texture2D[] clothesTextures = new Texture2D[3]; // 衣服纹理 + [Export] protected Texture2D[] hairBackgroundTextures = new Texture2D[3]; // 头发背景纹理 + [Export] protected Texture2D[] hairTextures = new Texture2D[3]; // 头发纹理 + [Export] protected Texture2D[] leftEarTextures = new Texture2D[3]; // 左耳纹理 + [Export] protected Texture2D[] rightEarTextures = new Texture2D[3]; // 右耳纹理 + + // 物理相关 + protected Vector2 currentMovementInput = Vector2.Zero; // 当前原始的输入方向 + + public bool Moving + { + get + { + return currentMovementInput != Vector2.Zero; + } + } + public override void _Ready() + { + if (!string.IsNullOrEmpty(characterResourcesPath)) + { + // 加载角色纹理 + var loadedTextures = CharacterLoader.LoadCharacterTextures(characterResourcesPath); + + // 应用加载的纹理 + ApplyLoadedTextures(loadedTextures); + } + + SetDownDirection(); // 初始化为向下方向 + } + + void IThingPhysics.PhysicsUpdate(double delta) + { + float deltaF = (float)delta; + + // 根据输入方向和移动速度直接应用移动 + // 使用Normalized()确保斜向移动不会更快 + Position += currentMovementInput.Normalized() * moveSpeed * deltaF; + } + + /// + /// 方向纹理设置方法 + /// 每个方法设置角色在特定方向的纹理 + /// + public void SetDownDirection() => SetTextures(0, false); // 设置向下方向的纹理 + public void SetUpDirection() => SetTextures(1, false); // 设置向上方向的纹理 + public void SetRightDirection() => SetTextures(2, false); // 设置向右方向的纹理 + public void SetLeftDirection() => SetTextures(2, true); // 设置向左方向的纹理(使用翻转) + + /// + /// 核心纹理设置方法 + /// 为角色各部分设置纹理和水平翻转状态 + /// + /// 纹理索引:0=下, 1=上, 2=侧边 + /// 是否水平翻转(用于左右方向) + private void SetTextures(int index, bool flipH) + { + // 为每个部件设置纹理 + if (head != null) head.Texture = headTextures[index]; + if (body != null) body.Texture = bodyTextures[index]; + if (clothes != null) clothes.Texture = clothesTextures[index]; + if (hairBackground != null) hairBackground.Texture = hairBackgroundTextures[index]; + if (hair != null) hair.Texture = hairTextures[index]; + // 武器纹理设置(需要时取消注释) + // if (weapon != null) weapon.Texture = weaponTextures[index]; + + // 设置每个部件的水平翻转状态 + if (head != null) head.FlipH = flipH; + if (body != null) body.FlipH = flipH; + if (clothes != null) clothes.FlipH = flipH; + if (hairBackground != null) hairBackground.FlipH = flipH; + if (hair != null) hair.FlipH = flipH; + + // 耳朵的特殊处理逻辑 + if (leftEar != null && rightEar != null) + { + // 先设置耳朵纹理 + leftEar.Texture = leftEarTextures[index]; + rightEar.Texture = rightEarTextures[index]; + + // 当角色面向侧面时(左右方向) + if (index == 2) + { + if (flipH) // 面向左时 + { + leftEar.Show(); // 显示左耳 + rightEar.Hide(); // 隐藏右耳 + } + else // 面向右时 + { + leftEar.Hide(); // 隐藏左耳 + rightEar.Show(); // 显示右耳 + } + } + else // 上下方向,两个耳朵都显示 + { + leftEar.Show(); + rightEar.Show(); + } + } + } + + /// + /// 简化版移动处理 - 直接存储输入方向 + /// 实际移动在物理处理过程中完成 + /// + /// 输入方向向量 + protected void HandleMovement(Vector2 inputDirection) + { + // 存储当前输入方向,移动计算在物理过程中处理 + currentMovementInput = inputDirection; + } + + /// + /// 根据移动向量更新角色朝向 + /// + /// 移动方向向量 + public void UpdateDirection(Vector2 direction) + { + if (direction == Vector2.Zero) return; // 没有移动时不改变方向 + + // 计算角度(0-360度) + float angle = Mathf.RadToDeg(Mathf.Atan2(direction.Y, direction.X)); + if (angle < 0) angle += 360; + + // 根据角度范围决定方向 + if (angle >= 45 && angle < 135) + { + SetDownDirection(); // 下方(例如输入 (0, 1)) + } + else if (angle >= 135 && angle < 225) + { + SetLeftDirection(); // 左方(例如输入 (-1, 0)) + } + else if (angle >= 225 && angle < 315) + { + SetUpDirection(); // 上方(例如输入 (0, -1)) + } + else + { + SetRightDirection(); // 右方(例如输入 (1, 0)) + } + } + + /// + /// 应用加载的纹理到各个角色部件 + /// + /// 加载的纹理字典 + private void ApplyLoadedTextures(Dictionary loadedTextures) + { + // 头部纹理 + if (loadedTextures.TryGetValue("head", out var headTex) && headTex.Length == 3) + { + headTextures = headTex; + } + + // 身体纹理 + if (loadedTextures.TryGetValue("body", out var bodyTex) && bodyTex.Length == 3) + { + bodyTextures = bodyTex; + } + + // 衣服纹理 + if (loadedTextures.TryGetValue("clothing", out var clothesTex) && clothesTex.Length == 3) + { + clothesTextures = clothesTex; + } + + // 头发纹理 + if (loadedTextures.TryGetValue("hair", out var hairTex) && hairTex.Length == 3) + { + hairTextures = hairTex; + } + + // 头发背景纹理 + if (loadedTextures.TryGetValue("hairBackground", out var hairBGTextures) && hairBGTextures.Length == 3) + { + hairBackgroundTextures = hairBGTextures; + } + + // 耳朵纹理 - 分别处理左右耳 + if (loadedTextures.TryGetValue("leftEar", out var leftEarTex) && leftEarTex.Length == 3) + { + leftEarTextures = leftEarTex; + } + + if (loadedTextures.TryGetValue("rightEar", out var rightEarTex) && rightEarTex.Length == 3) + { + rightEarTextures = rightEarTex; + } + } + + /// + /// 工具方法 + /// + + // 瞬间传送角色到指定位置 + public void Teleport(Vector2 position) => Position = position; + + // 设置移动速度(确保不小于0) + public void SetMoveSpeed(float speed) => moveSpeed = Mathf.Max(speed, 0); + + // 获取当前速度矢量(方向向量 × 速度) + public Vector2 GetVelocity() + { + return currentMovementInput.Normalized() * moveSpeed; + } + + /// + /// 添加瞬间冲量(直接改变位置) + /// 注意:对于持续的推动效果可能需要单独实现 + /// + public void AddImpulse(Vector2 impulse) + { + // 直接修改位置 - 适用于瞬间位移 + // 如需持续推动效果,需单独实现冲量系统 + Position += impulse; + } + + } + +} \ No newline at end of file diff --git a/Script/Pawn/Pawn.cs.uid b/Script/Pawn/Pawn.cs.uid new file mode 100644 index 0000000..dfaa1af --- /dev/null +++ b/Script/Pawn/Pawn.cs.uid @@ -0,0 +1 @@ +uid://doim6711upf0a diff --git a/Script/Pawn/Player.cs b/Script/Pawn/Player.cs new file mode 100644 index 0000000..e096bc1 --- /dev/null +++ b/Script/Pawn/Player.cs @@ -0,0 +1,141 @@ +using Godot; +using System; +using System.Collections.Generic; // 使用 List 和 Dictionary 需要这个命名空间 + +namespace Cosmobox +{ + public partial class Player : Pawn, IThing + { + // === 玩家属性 === + [Export] public Camera2D PlayerCamera; // 玩家摄像机 + [Export] public Sprite2D AimCursor; // 瞄准光标精灵 + [Export] public Vector2 AimOffset = Vector2.Zero; // 瞄准点偏移量 + + public BagItemList bagItem = new(); + + + public override void _Ready() + { + // 调用基类的_Ready方法 + base._Ready(); + + // 尝试查找摄像机(如果未分配) + if (PlayerCamera == null) + { + PlayerCamera = GetViewport().GetCamera2D(); + if (PlayerCamera == null) + { + GD.PrintErr("Player: 未分配摄像机且视口中没有活动摄像机!"); + } + } + + // 初始化瞄准光标 + if (AimCursor != null) + { + AimCursor.Visible = true; + } + + } + + public void Update(double delta) + { + // 获取输入方向 + Vector2 inputDirection = GetInputDirection(); + + // 处理移动(调用Pawn基类方法) + HandleMovement(inputDirection); + + // 更新角色朝向(鼠标方向) + UpdateDirectionToMouse(); + } + /// + /// 更新角色朝向鼠标方向 + /// + private void UpdateDirectionToMouse() + { + if (PlayerCamera == null) return; + + // 获取鼠标在游戏世界中的位置 + Vector2 mousePosition = GetGlobalMousePosition(); + + // 计算从玩家位置到鼠标位置的方向向量 + Vector2 directionToMouse = (mousePosition - GlobalPosition).Normalized(); + + // 调用基类方法更新视觉方向 + UpdateDirection(directionToMouse); + } + + /// + /// 更新瞄准光标位置 + /// + private void UpdateAimCursor() + { + if (AimCursor == null || PlayerCamera == null) return; + + // 获取鼠标位置 + Vector2 mousePosition = GetGlobalMousePosition(); + + // 设置光标位置(带偏移) + AimCursor.GlobalPosition = mousePosition + AimOffset; + } + + /// + /// 获取键盘输入方向 + /// + /// 归一化的移动方向向量 + private Vector2 GetInputDirection() + { + Vector2 direction = Vector2.Zero; + + // 处理上下左右输入(确保项目设置中已配置这些输入) + if (Input.IsActionPressed("ui_up")) + { + direction.Y -= 1; // 上移 + } + if (Input.IsActionPressed("ui_down")) + { + direction.Y += 1; // 下移 + } + if (Input.IsActionPressed("ui_left")) + { + direction.X -= 1; // 左移 + } + if (Input.IsActionPressed("ui_right")) + { + direction.X += 1; // 右移 + } + + return direction.Normalized(); // 确保斜向移动速度一致 + } + + /// + /// 获取瞄准方向(从玩家指向鼠标位置) + /// + public Vector2 GetAimDirection() + { + if (PlayerCamera == null) return Vector2.Zero; + + Vector2 mousePosition = GetGlobalMousePosition(); + return (mousePosition - GlobalPosition).Normalized(); + } + + /// + /// 获取瞄准角度(弧度) + /// + public float GetAimAngle() + { + Vector2 aimDir = GetAimDirection(); + return Mathf.Atan2(aimDir.Y, aimDir.X); + } + + /// + /// 获取瞄准角度(度) + /// + public float GetAimAngleDegrees() + { + return Mathf.RadToDeg(GetAimAngle()); + } + + + } +} \ No newline at end of file diff --git a/Script/Pawn/Player.cs.uid b/Script/Pawn/Player.cs.uid new file mode 100644 index 0000000..327ce12 --- /dev/null +++ b/Script/Pawn/Player.cs.uid @@ -0,0 +1 @@ +uid://c1g503q7yoy1s diff --git a/Script/UI/BagItemUI.cs b/Script/UI/BagItemUI.cs new file mode 100644 index 0000000..1fe63fe --- /dev/null +++ b/Script/UI/BagItemUI.cs @@ -0,0 +1,45 @@ +using Godot; +using System; +namespace Cosmobox +{ + public partial class BagItemUI : Button + { + [Export] public TextureRect icon; + [Export] public Label count, itemName; + [Export] public Control itemNamePanel; + [Export] public Texture2D emptyIcon; + + public override void _Ready() + { + itemNamePanel.Visible = false; + } + + public void SetItem(BagItem bagItem) + { + if (bagItem == null || bagItem.itemResource == null) + { + SetEmpty(); + return; + } + itemName.Text = bagItem.itemResource.ItemName; + icon.Texture = bagItem.itemResource.Icon ?? emptyIcon; + count.Text = bagItem.amount > 0 ? bagItem.amount.ToString() : "空"; + } + + public void SetEmpty() + { + icon.Texture = emptyIcon; + count.Text = "空"; + } + void _on_mouse_entered() + { + itemNamePanel.Visible = true; + // GD.Print("鼠标进入"); + } + void _on_mouse_exited() + { + itemNamePanel.Visible = false; + } + } + +} \ No newline at end of file diff --git a/Script/UI/BagItemUI.cs.uid b/Script/UI/BagItemUI.cs.uid new file mode 100644 index 0000000..a98b802 --- /dev/null +++ b/Script/UI/BagItemUI.cs.uid @@ -0,0 +1 @@ +uid://cc7chrmpuw4vu diff --git a/Script/UI/BagUI.cs b/Script/UI/BagUI.cs new file mode 100644 index 0000000..e03c7c1 --- /dev/null +++ b/Script/UI/BagUI.cs @@ -0,0 +1,101 @@ +using Godot; +using System; +namespace Cosmobox +{ + public partial class BagUI : Control + { + [Export] public Player player; + [Export] public Label text; + [Export] public Panel background; + [Export] public Control itemContainer; + [Export] public float animationTime = 0.5f; + + [Export] public PackedScene itemUI; + private float animationTimeRun = 0; + private bool isOpen = false; + + private Vector2 labelOriginalPosition; + private Vector2 backgroundOriginalPosition; + + public bool IsOpen + { + get { return isOpen; } + } + public override void _Ready() + { + labelOriginalPosition = text.Position; + backgroundOriginalPosition = background.Position; + // animationTimeRun = 0.01f; + text.Position = new Vector2(text.Position.X, labelOriginalPosition.Y - text.Size.Y); + background.Position = new Vector2(background.Position.X, backgroundOriginalPosition.Y + (background.Size.Y + 50)); + isOpen = false; + + } + public override void _Process(double delta) + { + if (animationTimeRun > 0) + { + animationTimeRun -= (float)delta; + if (isOpen) + { + text.Position = new Vector2(text.Position.X, labelOriginalPosition.Y - (animationTimeRun / animationTime) * text.Size.Y); + background.Position = new Vector2(background.Position.X, backgroundOriginalPosition.Y + (animationTimeRun / animationTime) * (background.Size.Y + 50)); + if (animationTimeRun <= 0) + { + text.Position = labelOriginalPosition; + background.Position = backgroundOriginalPosition; + } + } + else + { + text.Position = new Vector2(text.Position.X, labelOriginalPosition.Y - (1 - animationTimeRun / animationTime) * text.Size.Y); + background.Position = new Vector2(background.Position.X, backgroundOriginalPosition.Y + (1 - animationTimeRun / animationTime) * (background.Size.Y + 50)); + if (animationTimeRun <= 0) + { + Visible = false; + } + } + } + + } + public void OpenBag() + { + Visible = true; + isOpen = true; + UpdateUI(); + animationTimeRun = animationTime - animationTimeRun; + isOpen = true; + } + public void CloseBag() + { + isOpen = false; + animationTimeRun = animationTime - animationTimeRun; + isOpen = false; + } + + public void UpdateUI() + { + // 清除容器中现有的所有子节点 + foreach (Node child in itemContainer.GetChildren()) + { + child.QueueFree(); + } + + var bagItems = player.bagItem.Items; + + foreach (BagItem item in bagItems) + { + // 实例化新的物品UI + BagItemUI itemInstance = (BagItemUI)itemUI.Instantiate(); + + // 设置物品数据 + itemInstance.SetItem(item); + + // 将实例添加到容器中 + itemContainer.AddChild(itemInstance); + } + } + + } + +} \ No newline at end of file diff --git a/Script/UI/BagUI.cs.uid b/Script/UI/BagUI.cs.uid new file mode 100644 index 0000000..8d19c6e --- /dev/null +++ b/Script/UI/BagUI.cs.uid @@ -0,0 +1 @@ +uid://dry2x5otnbedt diff --git a/Script/UI/DevUi.cs b/Script/UI/DevUi.cs new file mode 100644 index 0000000..b3acb3c --- /dev/null +++ b/Script/UI/DevUi.cs @@ -0,0 +1,73 @@ +using Godot; +using System; +namespace Cosmobox +{ + public partial class DevUi : Control + { + [Export] public Player player; + [Export] public Container itemDevList; // 改为Container类型更准确 + + public override void _Ready() + { + InitializeItemButtons(); + } + + private void InitializeItemButtons() + { + // // 清空现有按钮(如果有) + // foreach (Node child in itemDevList.GetChildren()) + // { + // child.QueueFree(); + // } + + // 获取所有物品 + var items = ItemResourceManager.GetAllItems(); + + // 为每个物品创建按钮 + foreach (var itemPair in items) + { + var button = new Button(); + button.Text = $"{itemPair.Key}"; // 显示物品名称 + + // 绑定点击事件,使用闭包捕获当前物品名称 + string currentItemName = itemPair.Key; + button.Pressed += () => OnItemButtonPressed(currentItemName); + + itemDevList.AddChild(button); + } + } + + private void OnItemButtonPressed(string itemName) + { + // 添加物品到背包 + bool success = AddItem(itemName); + + if (success) + { + GD.Print($"成功添加物品: {itemName}"); + } + else + { + GD.PrintErr($"添加物品失败: {itemName}"); + } + } + + public bool AddItem(string itemName, int amount = 1) + { + var item = ItemResourceManager.GetItem(itemName); + if (item == null) + { + GD.PrintErr($"物品不存在: {itemName}"); + return false; + } + + return player.bagItem.AddItem(item, amount); + } + public bool ClearItems() + { + player.bagItem.Items.Clear(); + return true; + } + } + +} \ No newline at end of file diff --git a/Script/UI/DevUi.cs.uid b/Script/UI/DevUi.cs.uid new file mode 100644 index 0000000..04d30db --- /dev/null +++ b/Script/UI/DevUi.cs.uid @@ -0,0 +1 @@ +uid://bpaoua3tyv5ju diff --git a/export_presets.cfg b/export_presets.cfg new file mode 100644 index 0000000..fc026c8 --- /dev/null +++ b/export_presets.cfg @@ -0,0 +1,69 @@ +[preset.0] + +name="Windows Desktop" +platform="Windows Desktop" +runnable=true +advanced_options=false +dedicated_server=false +custom_features="" +export_filter="all_resources" +include_filter="" +exclude_filter="" +export_path="../app/打怪/肉鸽.exe" +patches=PackedStringArray() +encryption_include_filters="" +encryption_exclude_filters="" +seed=0 +encrypt_pck=false +encrypt_directory=false +script_export_mode=2 + +[preset.0.options] + +custom_template/debug="" +custom_template/release="" +debug/export_console_wrapper=1 +binary_format/embed_pck=false +texture_format/s3tc_bptc=true +texture_format/etc2_astc=false +binary_format/architecture="x86_64" +codesign/enable=false +codesign/timestamp=true +codesign/timestamp_server_url="" +codesign/digest_algorithm=1 +codesign/description="" +codesign/custom_options=PackedStringArray() +application/modify_resources=false +application/icon="" +application/console_wrapper_icon="" +application/icon_interpolation=4 +application/file_version="" +application/product_version="" +application/company_name="" +application/product_name="" +application/file_description="" +application/copyright="" +application/trademarks="" +application/export_angle=0 +application/export_d3d12=0 +application/d3d12_agility_sdk_multiarch=true +ssh_remote_deploy/enabled=false +ssh_remote_deploy/host="user@host_ip" +ssh_remote_deploy/port="22" +ssh_remote_deploy/extra_args_ssh="" +ssh_remote_deploy/extra_args_scp="" +ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}' +$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}' +$trigger = New-ScheduledTaskTrigger -Once -At 00:00 +$settings = New-ScheduledTaskSettingsSet -AllowStartIfOnBatteries -DontStopIfGoingOnBatteries +$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings +Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true +Start-ScheduledTask -TaskName godot_remote_debug +while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 } +Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue" +ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue +Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue +Remove-Item -Recurse -Force '{temp_dir}'" +dotnet/include_scripts_content=false +dotnet/include_debug_symbols=true +dotnet/embed_build_outputs=false diff --git a/icon.svg b/icon.svg new file mode 100644 index 0000000..9d8b7fa --- /dev/null +++ b/icon.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/icon.svg.import b/icon.svg.import new file mode 100644 index 0000000..3ac77cf --- /dev/null +++ b/icon.svg.import @@ -0,0 +1,37 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://u3du2w54mu65" +path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://icon.svg" +dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/project.godot b/project.godot new file mode 100644 index 0000000..1775269 --- /dev/null +++ b/project.godot @@ -0,0 +1,94 @@ +; Engine configuration file. +; It's best edited using the editor UI and not directly, +; since the parameters that go here are not all obvious. +; +; Format: +; [section] ; section goes between [] +; param=value ; assign values to parameters + +config_version=5 + +[application] + +config/name="苍穹沙盘" +run/main_scene="uid://8u0ex56qvckx" +config/features=PackedStringArray("4.4", "C#", "Forward Plus") +config/icon="res://icon.svg" + +[autoload] + +InitResource="*res://Script/Loader/InitResource.cs" + +[display] + +window/size/viewport_width=1280 +window/size/viewport_height=720 +window/stretch/mode="viewport" + +[dotnet] + +project/assembly_name="肉鸽" + +[input] + +ui_left={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194319,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null) +] +} +ui_right={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194321,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null) +] +} +ui_up={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194320,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":11,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null) +] +} +ui_down={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194322,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null) +, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null) +, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null) +] +} +fire={ +"deadzone": 0.2, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null) +] +} +next_weapon={ +"deadzone": 0.2, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null) +] +} +prev_weapon={ +"deadzone": 0.2, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null) +] +} +bag={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":66,"key_label":0,"unicode":66,"location":0,"echo":false,"script":null) +] +} +dev_ui={ +"deadzone": 0.2, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) +] +} + +[rendering] + +textures/canvas_textures/default_texture_filter=0 diff --git a/图片/Item/None.png b/图片/Item/None.png new file mode 100644 index 0000000..db656b6 Binary files /dev/null and b/图片/Item/None.png differ diff --git a/图片/Item/None.png.import b/图片/Item/None.png.import new file mode 100644 index 0000000..cb57643 --- /dev/null +++ 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a/图片/Item/gress.png.import b/图片/Item/gress.png.import new file mode 100644 index 0000000..86d07b6 --- /dev/null +++ b/图片/Item/gress.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://c6sgy6n73g1c7" +path="res://.godot/imported/gress.png-787f6c4d560db2c86436a579e70229ec.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://图片/Item/gress.png" +dest_files=["res://.godot/imported/gress.png-787f6c4d560db2c86436a579e70229ec.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/图片/Map/GrassDirtDirtWater.png 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+[ext_resource type="Script" uid="uid://dg675fsx6dpv1" path="res://Script/Item/Projectile.cs" id="1_xp18j"] + +[sub_resource type="CircleShape2D" id="CircleShape2D_oq1wp"] +radius = 3.0 + +[node name="Bullet" type="Area2D"] +scale = Vector2(5, 5) +script = ExtResource("1_xp18j") + +[node name="Sprite2D" type="Sprite2D" parent="."] +texture = ExtResource("1_i13uy") +offset = Vector2(-6, 0) + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource("CircleShape2D_oq1wp") diff --git a/场景/DevUI.tscn b/场景/DevUI.tscn new file mode 100644 index 0000000..fc8aa2d --- /dev/null +++ b/场景/DevUI.tscn @@ -0,0 +1,57 @@ +[gd_scene load_steps=3 format=3 uid="uid://eeevmyw1a4cm"] + +[ext_resource type="Texture2D" uid="uid://bbg61kqb7jv4c" path="res://图片/UI/Background/绘制齿轮背景图.png" id="1_7wx15"] +[ext_resource type="Script" uid="uid://bpaoua3tyv5ju" path="res://Script/UI/DevUi.cs" id="1_g6lk2"] + +[node name="DevUi" type="Control" node_paths=PackedStringArray("itemDevList")] +layout_mode = 3 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +script = ExtResource("1_g6lk2") +itemDevList = NodePath("VBoxContainer/HBoxContainer/ItemDev") + +[node name="background" type="TextureRect" parent="."] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 +texture = ExtResource("1_7wx15") +expand_mode = 1 + +[node name="VBoxContainer" type="VBoxContainer" parent="."] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="Label" type="Label" parent="VBoxContainer"] +layout_mode = 2 +text = "Debug菜单(F1)" +horizontal_alignment = 1 +vertical_alignment = 1 + +[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"] +layout_mode = 2 + +[node name="ItemDev" type="VBoxContainer" parent="VBoxContainer/HBoxContainer"] +custom_minimum_size = Vector2(200, 0) +layout_mode = 2 + +[node name="Label" type="Label" parent="VBoxContainer/HBoxContainer/ItemDev"] +layout_mode = 2 +text = "背包物品" +horizontal_alignment = 1 +vertical_alignment = 1 + +[node name="清空背包" type="Button" parent="VBoxContainer/HBoxContainer/ItemDev"] +layout_mode = 2 +text = "清空背包" + +[connection signal="pressed" from="VBoxContainer/HBoxContainer/ItemDev/清空背包" to="." method="ClearItems"] diff --git a/场景/Test.tscn b/场景/Test.tscn new file mode 100644 index 0000000..2fbf027 --- /dev/null +++ b/场景/Test.tscn @@ -0,0 +1,6 @@ +[gd_scene load_steps=2 format=3 uid="uid://d0byec464kpre"] + +[ext_resource type="Script" uid="uid://yl4050ru0ros" path="res://Script/Generate/PlayerGenerate.cs" id="1_ggo7q"] + +[node name="Node2D" type="Node2D"] +script = ExtResource("1_ggo7q") diff --git a/场景/itemUI.tscn b/场景/itemUI.tscn new file mode 100644 index 0000000..45daf3e --- /dev/null +++ b/场景/itemUI.tscn @@ -0,0 +1,83 @@ +[gd_scene load_steps=5 format=3 uid="uid://qgkcuy2rholl"] + +[ext_resource type="Texture2D" uid="uid://danbtdb2bx51m" path="res://图片/UI/Tiles/Large tiles/Thick outline/tile_0001.png" id="1_udj33"] +[ext_resource type="Script" uid="uid://cc7chrmpuw4vu" path="res://Script/UI/BagItemUI.cs" id="2_a7kwo"] +[ext_resource type="FontFile" uid="uid://cjfdun63bo72f" path="res://Font/Uranus_Pixel_11Px.ttf" id="2_ayh4i"] +[ext_resource type="Texture2D" uid="uid://w54e0f3ya7js" path="res://图片/Item/None.png" id="2_coh8y"] + +[node name="Button" type="Button" node_paths=PackedStringArray("icon", "count", "itemName", "itemNamePanel")] +custom_minimum_size = Vector2(100, 100) +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -640.0 +offset_top = -360.0 +offset_right = -540.0 +offset_bottom = -260.0 +grow_horizontal = 2 +grow_vertical = 2 +theme_override_icons/icon = ExtResource("1_udj33") +icon = Object(TextureRect,"_import_path":NodePath(""),"unique_name_in_owner":false,"process_mode":0,"process_priority":0,"process_physics_priority":0,"process_thread_group":0,"physics_interpolation_mode":2,"auto_translate_mode":0,"editor_description":"","visible":true,"modulate":Color(1, 1, 1, 1),"self_modulate":Color(1, 1, 1, 1),"show_behind_parent":false,"top_level":false,"clip_children":0,"light_mask":1,"visibility_layer":1,"z_index":0,"z_as_relative":true,"y_sort_enabled":false,"texture_filter":0,"texture_repeat":0,"material":null,"use_parent_material":false,"clip_contents":false,"custom_minimum_size":Vector2(0, 0),"layout_direction":0,"layout_mode":1,"anchors_preset":8,"anchor_left":0.5,"anchor_top":0.5,"anchor_right":0.5,"anchor_bottom":0.5,"offset_left":-40.0,"offset_top":-40.0,"offset_right":40.0,"offset_bottom":40.0,"grow_horizontal":2,"grow_vertical":2,"rotation":0.0,"scale":Vector2(1, 1),"pivot_offset":Vector2(0, 0),"size_flags_horizontal":1,"size_flags_vertical":1,"size_flags_stretch_ratio":1.0,"localize_numeral_system":true,"tooltip_text":"","tooltip_auto_translate_mode":0,"focus_neighbor_left":NodePath(""),"focus_neighbor_top":NodePath(""),"focus_neighbor_right":NodePath(""),"focus_neighbor_bottom":NodePath(""),"focus_next":NodePath(""),"focus_previous":NodePath(""),"focus_mode":0,"mouse_filter":1,"mouse_force_pass_scroll_events":true,"mouse_default_cursor_shape":0,"shortcut_context":null,"theme":null,"theme_type_variation":&"","texture":ExtResource("2_coh8y"),"expand_mode":1,"stretch_mode":0,"flip_h":false,"flip_v":false,"script":null) + +icon_alignment = 1 +expand_icon = true +script = ExtResource("2_a7kwo") +icon = NodePath("图标") +count = NodePath("物品数") +itemName = NodePath("ColorRect/物品名") +itemNamePanel = NodePath("ColorRect") +emptyIcon = ExtResource("2_coh8y") + +[node name="图标" type="TextureRect" parent="."] +layout_mode = 1 +anchors_preset = 8 +anchor_left = 0.5 +anchor_top = 0.5 +anchor_right = 0.5 +anchor_bottom = 0.5 +offset_left = -40.0 +offset_top = -40.0 +offset_right = 40.0 +offset_bottom = 40.0 +grow_horizontal = 2 +grow_vertical = 2 +texture = ExtResource("2_coh8y") +expand_mode = 1 + +[node name="物品数" type="Label" parent="."] +layout_mode = 0 +offset_left = 50.0 +offset_top = 74.0 +offset_right = 96.0 +offset_bottom = 97.0 +theme_override_fonts/font = ExtResource("2_ayh4i") +theme_override_font_sizes/font_size = 20 +text = "999" +horizontal_alignment = 1 + +[node name="ColorRect" type="ColorRect" parent="."] +layout_mode = 1 +anchors_preset = 12 +anchor_top = 1.0 +anchor_right = 1.0 +anchor_bottom = 1.0 +offset_bottom = 30.0 +grow_horizontal = 2 +grow_vertical = 0 +color = Color(0.164706, 0.262745, 0.364706, 0.392157) + +[node name="物品名" type="Label" parent="ColorRect"] +layout_mode = 1 +anchors_preset = 10 +anchor_right = 1.0 +offset_bottom = 30.0 +grow_horizontal = 2 +rotation = 0.00102661 +text = "未知" +horizontal_alignment = 1 +vertical_alignment = 1 + +[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"] +[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"] diff --git a/场景/map.tscn b/场景/map.tscn new file mode 100644 index 0000000..4391bbe --- /dev/null +++ b/场景/map.tscn @@ -0,0 +1,21 @@ +[gd_scene load_steps=4 format=3 uid="uid://b6v31cdybmcao"] + +[ext_resource type="TileSet" uid="uid://bv1h4m53yjm5x" path="res://引擎资源/TypeTileMapSet.tres" id="1_gqk43"] +[ext_resource type="Script" uid="uid://bc2ats1ib4dde" path="res://Script/Map/DoubleMap.cs" id="1_opnpo"] +[ext_resource type="TileSet" uid="uid://bffvfwxai31j" path="res://引擎资源/DisplayTileMapSet.tres" id="3_j2mop"] + +[node name="Map" type="Node2D" node_paths=PackedStringArray("displayLayer", "mapLayer")] +script = ExtResource("1_opnpo") +displayLayer = NodePath("DisplayTileMapLayer") +mapLayer = NodePath("DataTileMapLayer") + +[node name="DataTileMapLayer" type="TileMapLayer" parent="."] +scale = Vector2(5, 5) +tile_set = ExtResource("1_gqk43") + +[node name="DisplayTileMapLayer" type="TileMapLayer" parent="."] +position = Vector2(40, 40) +scale = Vector2(5, 5) +tile_set = ExtResource("3_j2mop") + +[node name="CreateMap" type="Node" parent="."] diff --git a/场景/play.tscn b/场景/play.tscn new file mode 100644 index 0000000..f1aef68 --- /dev/null +++ b/场景/play.tscn @@ -0,0 +1,85 @@ +[gd_scene load_steps=16 format=3 uid="uid://8u0ex56qvckx"] + +[ext_resource type="PackedScene" uid="uid://b6v31cdybmcao" path="res://场景/map.tscn" id="1_00uec"] +[ext_resource type="Script" uid="uid://bhpimjcr0h66h" path="res://Script/Pawn/CameraControl.cs" id="4_ai87t"] +[ext_resource type="Texture2D" uid="uid://bfb4jkr001yc3" path="res://图片/Plyear/body/south.png" id="5_fd6oo"] +[ext_resource type="Texture2D" uid="uid://bcyqk5dse5rfr" path="res://图片/Plyear/hairBackground/KiiroHairBG5_south.png" id="6_7mk46"] +[ext_resource type="Texture2D" uid="uid://c2i248a85m3yy" path="res://图片/Plyear/head/KiiroHeadH1_south.png" id="7_p6iu8"] +[ext_resource type="Texture2D" uid="uid://cr5cdhh3sg6ak" path="res://图片/Plyear/hair/KiiroHair5_south.png" id="8_00uec"] +[ext_resource type="Texture2D" uid="uid://ddwe3fgpw6lws" path="res://图片/Plyear/clothing/south.png" id="11_1fjv0"] +[ext_resource type="PackedScene" uid="uid://c366fehx7raps" path="res://场景/player.tscn" id="11_p6iu8"] +[ext_resource type="Texture2D" uid="uid://c5y5ge1gju2ed" path="res://图片/Plyear/leftEar/LeftEar_south.png" id="11_s21oq"] +[ext_resource type="Texture2D" uid="uid://co1muhiugohsd" path="res://图片/Plyear/rightEar/RightEar_south.png" id="12_uqlbb"] +[ext_resource type="PackedScene" uid="uid://dge6ymap80163" path="res://场景/BagUI.tscn" id="13_p6iu8"] +[ext_resource type="PackedScene" uid="uid://eeevmyw1a4cm" path="res://场景/DevUI.tscn" id="13_uqlbb"] +[ext_resource type="Script" uid="uid://ctbyhk40owvej" path="res://Script/Base/TickControl.cs" id="14_00uec"] +[ext_resource type="Script" uid="uid://cgesjwgws6bmr" path="res://Script/Base/InputControl.cs" id="15_s21oq"] + +[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_f1exj"] +radius = 56.0 +height = 380.0 + +[node name="Node2D" type="Node2D"] + +[node name="Map" parent="." instance=ExtResource("1_00uec")] + +[node name="Bug" type="Sprite2D" parent="."] +position = Vector2(-287, 3) +scale = Vector2(0.25, 0.25) +texture = ExtResource("5_fd6oo") + +[node name="hairBackground" type="Sprite2D" parent="Bug"] +position = Vector2(0, -107) +texture = ExtResource("6_7mk46") + +[node name="clothing" type="Sprite2D" parent="Bug"] +texture = ExtResource("11_1fjv0") + +[node name="head" type="Sprite2D" parent="Bug"] +position = Vector2(0, -107) +texture = ExtResource("7_p6iu8") + +[node name="hair" type="Sprite2D" parent="Bug/head"] +texture = ExtResource("8_00uec") + +[node name="leftEar" type="Sprite2D" parent="Bug/head"] +texture = ExtResource("11_s21oq") + +[node name="rightEar" type="Sprite2D" parent="Bug/head"] +texture = ExtResource("12_uqlbb") + +[node name="CharacterBody2D" type="CharacterBody2D" parent="Bug"] + +[node name="CollisionShape2D" type="CollisionShape2D" parent="Bug/CharacterBody2D"] +position = Vector2(0, 26) +shape = SubResource("CapsuleShape2D_f1exj") + +[node name="Player" parent="." node_paths=PackedStringArray("PlayerCamera") instance=ExtResource("11_p6iu8")] +PlayerCamera = NodePath("../Camera2D") +moveSpeed = 600.0 + +[node name="Camera2D" type="Camera2D" parent="." node_paths=PackedStringArray("Target")] +zoom = Vector2(0.5, 0.5) +script = ExtResource("4_ai87t") +Target = NodePath("../Player") + +[node name="CanvasLayer" type="CanvasLayer" parent="."] + +[node name="Bag" parent="CanvasLayer" node_paths=PackedStringArray("player") instance=ExtResource("13_p6iu8")] +visible = false +player = NodePath("../../Player") +animationTime = 0.3 + +[node name="DevUi" parent="CanvasLayer" node_paths=PackedStringArray("player") instance=ExtResource("13_uqlbb")] +visible = false +player = NodePath("../../Player") + +[node name="TickControl" type="Node" parent="."] +script = ExtResource("14_00uec") + +[node name="InputControl" type="Node" parent="." node_paths=PackedStringArray("tickControl", "player", "bagUI", "devUI")] +script = ExtResource("15_s21oq") +tickControl = NodePath("../TickControl") +player = NodePath("../Player") +bagUI = NodePath("../CanvasLayer/Bag") +devUI = NodePath("../CanvasLayer/DevUi") diff --git a/场景/player.tscn b/场景/player.tscn new file mode 100644 index 0000000..08528e1 --- /dev/null +++ b/场景/player.tscn @@ -0,0 +1,54 @@ +[gd_scene load_steps=10 format=3 uid="uid://c366fehx7raps"] + +[ext_resource type="Texture2D" uid="uid://bfb4jkr001yc3" path="res://图片/Plyear/body/south.png" id="1_hvrvy"] +[ext_resource type="Script" uid="uid://c1g503q7yoy1s" path="res://Script/Pawn/Player.cs" id="2_1mmea"] +[ext_resource type="Texture2D" uid="uid://bcyqk5dse5rfr" path="res://图片/Plyear/hairBackground/KiiroHairBG5_south.png" id="3_ftrlp"] +[ext_resource type="Texture2D" uid="uid://ddwe3fgpw6lws" path="res://图片/Plyear/clothing/south.png" id="4_818b3"] +[ext_resource type="Texture2D" uid="uid://c2i248a85m3yy" path="res://图片/Plyear/head/KiiroHeadH1_south.png" id="5_jb7g2"] +[ext_resource type="Texture2D" uid="uid://cr5cdhh3sg6ak" path="res://图片/Plyear/hair/KiiroHair5_south.png" id="6_8c0k4"] +[ext_resource type="Texture2D" uid="uid://c5y5ge1gju2ed" path="res://图片/Plyear/leftEar/LeftEar_south.png" id="7_0wgn0"] +[ext_resource type="Texture2D" uid="uid://co1muhiugohsd" path="res://图片/Plyear/rightEar/RightEar_south.png" id="8_nmbpy"] + +[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_f1exj"] +radius = 56.0 +height = 380.0 + +[node name="Player" type="Sprite2D" node_paths=PackedStringArray("head", "body", "clothes", "hairBackground", "hair", "leftEar", "rightEar")] +scale = Vector2(0.5, 0.5) +texture = ExtResource("1_hvrvy") +script = ExtResource("2_1mmea") +moveSpeed = 300.0 +head = NodePath("head") +body = NodePath(".") +clothes = NodePath("clothing") +hairBackground = NodePath("hairBackground") +hair = NodePath("head/hair") +leftEar = NodePath("head/leftEar") +rightEar = NodePath("head/rightEar") +characterResourcesPath = "res://图片/Plyear/" + +[node name="hairBackground" type="Sprite2D" parent="."] +position = Vector2(0, -107) +texture = ExtResource("3_ftrlp") + +[node name="clothing" type="Sprite2D" parent="."] +texture = ExtResource("4_818b3") + +[node name="head" type="Sprite2D" parent="."] +position = Vector2(0, -107) +texture = ExtResource("5_jb7g2") + +[node name="hair" type="Sprite2D" parent="head"] +texture = ExtResource("6_8c0k4") + +[node name="leftEar" type="Sprite2D" parent="head"] +texture = ExtResource("7_0wgn0") + +[node name="rightEar" type="Sprite2D" parent="head"] +texture = ExtResource("8_nmbpy") + +[node name="CharacterBody2D" type="CharacterBody2D" parent="."] + +[node name="CollisionShape2D" type="CollisionShape2D" parent="CharacterBody2D"] +position = Vector2(0, 26) +shape = SubResource("CapsuleShape2D_f1exj") diff --git a/场景/start.tscn b/场景/start.tscn new file mode 100644 index 0000000..1004c61 --- /dev/null +++ b/场景/start.tscn @@ -0,0 +1,5 @@ +[gd_scene format=3 uid="uid://ccq7tgdxq76tq"] + +[node name="Start" type="Node2D"] + +[node name="CanvasLayer" type="CanvasLayer" parent="."] diff --git a/引擎资源/DisplayTileMapSet.tres b/引擎资源/DisplayTileMapSet.tres new file mode 100644 index 0000000..1538664 --- /dev/null +++ b/引擎资源/DisplayTileMapSet.tres @@ -0,0 +1,127 @@ +[gd_resource type="TileSet" load_steps=13 format=3 uid="uid://bffvfwxai31j"] + +[ext_resource type="Texture2D" uid="uid://bwkcydgr21obu" path="res://图片/Map/GrassSoild.png" id="1_wtsyj"] +[ext_resource type="Texture2D" uid="uid://b07lrfhxsp5ix" path="res://图片/Map/GrassWater.png" id="2_jiokh"] +[ext_resource type="Texture2D" uid="uid://dwnoufv3ysra5" path="res://图片/Map/SoildWater.png" id="3_jiokh"] +[ext_resource type="Texture2D" uid="uid://be4nredmg77id" path="res://图片/Map/GrassGrassDirtWater.png" id="4_abit6"] +[ext_resource type="Texture2D" uid="uid://x6gjynrbk15s" path="res://图片/Map/GrassDirtDirtWater.png" id="5_jiokh"] +[ext_resource type="Texture2D" uid="uid://s3fgr2wdr3ch" path="res://图片/Map/GrassDirtWaterWater.png" id="6_abit6"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ai87t"] +texture = ExtResource("1_wtsyj") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 +3:0/0 = 0 +0:1/0 = 0 +1:1/0 = 0 +2:1/0 = 0 +3:1/0 = 0 +0:2/0 = 0 +1:2/0 = 0 +2:2/0 = 0 +3:2/0 = 0 +0:3/0 = 0 +1:3/0 = 0 +2:3/0 = 0 +3:3/0 = 0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_abit6"] +texture = ExtResource("2_jiokh") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 +3:0/0 = 0 +0:1/0 = 0 +1:1/0 = 0 +2:1/0 = 0 +3:1/0 = 0 +0:2/0 = 0 +1:2/0 = 0 +2:2/0 = 0 +3:2/0 = 0 +0:3/0 = 0 +1:3/0 = 0 +2:3/0 = 0 +3:3/0 = 0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_tybew"] +texture = ExtResource("3_jiokh") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 +3:0/0 = 0 +0:1/0 = 0 +1:1/0 = 0 +2:1/0 = 0 +3:1/0 = 0 +0:2/0 = 0 +1:2/0 = 0 +2:2/0 = 0 +3:2/0 = 0 +0:3/0 = 0 +1:3/0 = 0 +2:3/0 = 0 +3:3/0 = 0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_jiokh"] +texture = ExtResource("4_abit6") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 +3:0/0 = 0 +0:1/0 = 0 +1:1/0 = 0 +3:1/0 = 0 +0:2/0 = 0 +3:2/0 = 0 +0:3/0 = 0 +1:3/0 = 0 +2:3/0 = 0 +3:3/0 = 0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_5qy71"] +texture = ExtResource("5_jiokh") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 +3:0/0 = 0 +0:1/0 = 0 +1:1/0 = 0 +3:1/0 = 0 +0:2/0 = 0 +3:2/0 = 0 +0:3/0 = 0 +1:3/0 = 0 +2:3/0 = 0 +3:3/0 = 0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_85f1u"] +texture = ExtResource("6_abit6") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 +3:0/0 = 0 +0:1/0 = 0 +1:1/0 = 0 +2:1/0 = 0 +3:1/0 = 0 +0:2/0 = 0 +1:2/0 = 0 +2:2/0 = 0 +3:2/0 = 0 +0:3/0 = 0 +1:3/0 = 0 +2:3/0 = 0 +3:3/0 = 0 + +[resource] +terrain_set_0/mode = 0 +terrain_set_0/terrain_0/name = "water" +terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1) +sources/0 = SubResource("TileSetAtlasSource_ai87t") +sources/1 = SubResource("TileSetAtlasSource_abit6") +sources/2 = SubResource("TileSetAtlasSource_tybew") +sources/3 = SubResource("TileSetAtlasSource_jiokh") +sources/4 = SubResource("TileSetAtlasSource_5qy71") +sources/5 = SubResource("TileSetAtlasSource_85f1u") diff --git a/引擎资源/TypeTileMapSet.tres b/引擎资源/TypeTileMapSet.tres new file mode 100644 index 0000000..2986e0f --- /dev/null +++ b/引擎资源/TypeTileMapSet.tres @@ -0,0 +1,12 @@ +[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://bv1h4m53yjm5x"] + +[ext_resource type="Texture2D" uid="uid://cd2e0hmqkwg43" path="res://图片/Map/mapType.png" id="1_a4gdj"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_uel0j"] +texture = ExtResource("1_a4gdj") +0:0/0 = 0 +1:0/0 = 0 +2:0/0 = 0 + +[resource] +sources/0 = SubResource("TileSetAtlasSource_uel0j") diff --git a/肉鸽.csproj b/肉鸽.csproj new file mode 100644 index 0000000..8eebc1d --- /dev/null +++ b/肉鸽.csproj @@ -0,0 +1,6 @@ + + + net8.0 + true + + \ No newline at end of file diff --git a/肉鸽.sln b/肉鸽.sln new file mode 100644 index 0000000..2723800 --- /dev/null +++ b/肉鸽.sln @@ -0,0 +1,19 @@ +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio 2012 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "肉鸽", "肉鸽.csproj", "{54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + ExportDebug|Any CPU = ExportDebug|Any CPU + ExportRelease|Any CPU = ExportRelease|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}.Debug|Any CPU.Build.0 = Debug|Any CPU + {54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU + {54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU + {54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU + {54B964CA-9226-4CE4-AEFE-3D29CAD6ACBE}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU + EndGlobalSection +EndGlobal