This commit is contained in:
TsubakiLoL 2024-11-29 01:02:57 +08:00
parent cbf1729e27
commit 17ce0ce9a5
17 changed files with 812 additions and 51 deletions

View File

@ -349,3 +349,17 @@ func get_special_type(id:String):
return special_data[id]["type"]
else:
return ""
static func pre_process_scene_data(dict:Dictionary):
for i in dict.keys():
dict[i]=load(dict[i])
return dict
var block_data:Dictionary=pre_process_scene_data(preload("res://json/block.json").data)
func get_block(n:String):
if block_data.has(n):
return block_data[n]
else:
return null
pass

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@ -0,0 +1,144 @@
extends BlockAction
class_name BlockActionAttackDistance
var attack_distance:int=0
func _init() -> void:
self.action_name="远程攻击"
self.need_target=true
pass
#获取动作可以作用于的地块(true or false)二维数组,并建立寻路缓存
func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary)->Array:
var astar=AStarGrid2D.new()
print(global_block_data)
astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
astar.update()
var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
if global_block_data.has(Vector2i(i,j)):
#计算当前地块是否可通行
var block_arr:Array=global_block_data[Vector2i(i,j)]
var walkable:bool=true
for k in block_arr:
if k is BaseBlock:
walkable=walkable and k.walkable
astar.set_point_solid(Vector2i(i,j),not walkable)
else:
#默认可通行
astar.set_point_solid(Vector2i(i,j),false)
var res:Array=[]
block_road_cache=[]
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
var block_in:Array=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
var road_find_result=is_move_able(astar,_self.block_pos,Vector2i(i,j),_self.action_num,tile_map_area)
block_in.append(road_find_result)
res_in.append(road_find_result[0])
res.append(res_in)
block_road_cache.append(block_in)
pass
return res
#区域是否可达
func is_move_able(astar:AStarGrid2D,from:Vector2i,to:Vector2i,move_distance:int,tile_map_area:Rect2i):
var res=get_walkable_path(astar,from,to,tile_map_area)
if not res[0]:
return [false,0,null]
var distance=res[1]
if move_distance>=distance:
return [true,res[1],res[2]]
else:
return [false,0,null]
#获取两点之间的最短可达路径返回一个数组0下标未是否可达1下标为距离2下标为途径点数组
func get_walkable_path(astar:AStarGrid2D,from:Vector2i,to:Vector2i,tile_map_area:Rect2i)->Array:
var right_pos=tile_map_area.position+tile_map_area.size
#如果不在要求的tilemap范围内则返回不可达
if to.x<tile_map_area.position.x or to.x>right_pos.x or to.y<tile_map_area.position.y or to.y>right_pos.y:
return [false,0,null]
var arr=astar.get_id_path(from,to)
if arr==null or (arr is Array and arr.size()<=0):
return [false,0,null]
return [true,arr.size()-1,arr]
#寻路缓存
var block_road_cache:Array=[]
#在_self上使用action动作,返回是否成功
func block_use_action(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target=null)->bool:
if not target is Vector2i:
return false
var astar=AStarGrid2D.new()
astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
astar.update()
var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
if global_block_data.has(Vector2i(i,j)):
#计算当前地块是否可通行
var block_arr:Array=global_block_data[Vector2i(i,j)]
var walkable:bool=true
for k in block_arr:
if k is BaseBlock:
walkable=walkable and k.walkable
astar.set_point_solid(Vector2i(i,j),not walkable)
else:
#默认可通行
astar.set_point_solid(Vector2i(i,j),false)
var res=is_move_able(astar,_self.block_pos,target,_self.action_num,tile_map_area)
if res[0]:
_self.action_num-=res[1]
_self.request_move(res[2],global_block_data)
return true
return false
var draw_line
#展示施法演示
func draw_action_with_target(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target:Vector2i,block_add_pos:TileMapLayer):
var right_pos=tile_map_area.position+tile_map_area.size
if target.x<tile_map_area.position.x or target.x>right_pos.x or target.y<tile_map_area.position.y or target.y>right_pos.y:
if draw_line!=null:
draw_line.queue_free()
draw_line=null
return
var crood=target-tile_map_area.position
var cache=block_road_cache[crood.x][crood.y]
if not cache[0]:
if draw_line!=null:
draw_line.queue_free()
draw_line=null
return
var point_arr:Array=cache[2]
if draw_line!=null:
draw_line.queue_free()
draw_line=null
var new_line=Line2D.new()
block_add_pos.add_child(new_line)
draw_line=new_line
draw_line.default_color=Color.RED
for i in point_arr:
draw_line.add_point(block_add_pos.map_to_local(i))
pass
#释放施法演示
func del_action_with_target():
block_road_cache.clear()
if draw_line!=null:
draw_line.queue_free()
draw_line=null
pass

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@ -0,0 +1,41 @@
extends BlockAction
#基础近战攻击行动
class_name BlockActionAttackNormal
func _init() -> void:
self.action_name="近战攻击"
self.need_target=true
pass
var attack_cache:Array=[]
#获取动作可以作用于的地块(true or false)二维数组,并建立攻击缓存
func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary)->Array:
var res:Array=[]
var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
res_in.append(false)
res.append(res_in)
var character_pos:Vector2i=_self.block_pos
var up:Vector2i=character_pos-Vector2i(0,1)
var down:Vector2i=character_pos+Vector2i(0,1)
var left:Vector2i=character_pos-Vector2i(1,0)
var right:Vector2i=character_pos+Vector2i(1,0)
var pos_arr=[up,down,left,right]
for i in pos_arr:
if global_block_data.has(i):
var could_attack=false
var block_arr=global_block_data[i]
for j in block_arr:
if j is BaseBlock:
could_attack =could_attack or j.could_be_used_for_target
if could_attack:
var ind:Vector2i=i-tile_map_area.position
res[ind.x][ind.y]=true
attack_cache=res
return res

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@ -0,0 +1,142 @@
extends BlockAction
class_name BlockActionMove
func _init() -> void:
self.action_name="移动"
self.need_target=true
pass
#获取动作可以作用于的地块(true or false)二维数组,并建立寻路缓存
func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary)->Array:
var astar=AStarGrid2D.new()
print(global_block_data)
astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
astar.update()
var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
if global_block_data.has(Vector2i(i,j)):
#计算当前地块是否可通行
var block_arr:Array=global_block_data[Vector2i(i,j)]
var walkable:bool=true
for k in block_arr:
if k is BaseBlock:
walkable=walkable and k.walkable
astar.set_point_solid(Vector2i(i,j),not walkable)
else:
#默认可通行
astar.set_point_solid(Vector2i(i,j),false)
var res:Array=[]
block_road_cache=[]
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
var block_in:Array=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
var road_find_result=is_move_able(astar,_self.block_pos,Vector2i(i,j),_self.action_num,tile_map_area)
block_in.append(road_find_result)
res_in.append(road_find_result[0])
res.append(res_in)
block_road_cache.append(block_in)
pass
return res
#区域是否可达
func is_move_able(astar:AStarGrid2D,from:Vector2i,to:Vector2i,move_distance:int,tile_map_area:Rect2i):
var res=get_walkable_path(astar,from,to,tile_map_area)
if not res[0]:
return [false,0,null]
var distance=res[1]
if move_distance>=distance:
return [true,res[1],res[2]]
else:
return [false,0,null]
#获取两点之间的最短可达路径返回一个数组0下标未是否可达1下标为距离2下标为途径点数组
func get_walkable_path(astar:AStarGrid2D,from:Vector2i,to:Vector2i,tile_map_area:Rect2i)->Array:
var right_pos=tile_map_area.position+tile_map_area.size
#如果不在要求的tilemap范围内则返回不可达
if to.x<tile_map_area.position.x or to.x>right_pos.x or to.y<tile_map_area.position.y or to.y>right_pos.y:
return [false,0,null]
var arr=astar.get_id_path(from,to)
if arr==null or (arr is Array and arr.size()<=0):
return [false,0,null]
return [true,arr.size()-1,arr]
#寻路缓存
var block_road_cache:Array=[]
#在_self上使用action动作,返回是否成功
func block_use_action(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target=null)->bool:
if not target is Vector2i:
return false
var astar=AStarGrid2D.new()
astar.default_compute_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.default_estimate_heuristic=AStarGrid2D.HEURISTIC_MANHATTAN
astar.diagonal_mode=AStarGrid2D.DIAGONAL_MODE_NEVER
astar.region=Rect2i(tile_map_area.position,tile_map_area.size+Vector2i(1,1))
astar.update()
var right_pos:Vector2i=tile_map_area.position+tile_map_area.size
for i in range(tile_map_area.position.x,right_pos.x+1):
var res_in:Array[bool]=[]
for j in range(tile_map_area.position.y,right_pos.y+1):
if global_block_data.has(Vector2i(i,j)):
#计算当前地块是否可通行
var block_arr:Array=global_block_data[Vector2i(i,j)]
var walkable:bool=true
for k in block_arr:
if k is BaseBlock:
walkable=walkable and k.walkable
astar.set_point_solid(Vector2i(i,j),not walkable)
else:
#默认可通行
astar.set_point_solid(Vector2i(i,j),false)
var res=is_move_able(astar,_self.block_pos,target,_self.action_num,tile_map_area)
if res[0]:
_self.action_num-=res[1]
_self.request_move(res[2],global_block_data)
return true
return false
var draw_line
#展示施法演示
func draw_action_with_target(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target:Vector2i,block_add_pos:TileMapLayer):
var right_pos=tile_map_area.position+tile_map_area.size
if target.x<tile_map_area.position.x or target.x>right_pos.x or target.y<tile_map_area.position.y or target.y>right_pos.y:
if draw_line!=null:
draw_line.queue_free()
draw_line=null
return
var crood=target-tile_map_area.position
var cache=block_road_cache[crood.x][crood.y]
if not cache[0]:
if draw_line!=null:
draw_line.queue_free()
draw_line=null
return
var point_arr:Array=cache[2]
if draw_line!=null:
draw_line.queue_free()
draw_line=null
var new_line=Line2D.new()
block_add_pos.add_child(new_line)
draw_line=new_line
draw_line.default_color=Color.RED
for i in point_arr:
draw_line.add_point(block_add_pos.map_to_local(i))
pass
#释放施法演示
func del_action_with_target():
block_road_cache.clear()
if draw_line!=null:
draw_line.queue_free()
draw_line=null
pass

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@ -0,0 +1,85 @@
@tool
extends Node2D
#基础地块
class_name BaseBlock
#当地块要求进行移动时发出
signal request_block_move(before_pos:Vector2i,request_pos:Vector2i)
#当前地块是否可以行走
@export var walkable:bool=false
#当前块是否可以被用作施法(攻击目标)
@export var could_be_used_for_target:bool=false
#当前地块的坐标
@export var block_pos:Vector2i=Vector2i.ZERO:
set(val):
block_pos=val
var parent=get_parent()
if parent is TileMapLayer:
self.position=parent.map_to_local(block_pos)
pass
#实例化地块来源场景库
static var BlockClassDictionary:Dictionary={
}
func _ready() -> void:
var parent=get_parent()
if parent is TileMapLayer:
self.position=parent.map_to_local(block_pos)
_on_create()
pass
#地块被创建时发出
func _on_create():
pass
#当地块删除时发出
func _on_delete():
pass
#当其他地块进入自己的地块时触发
func blocker_enter(block:BaseBlock):
pass
#当其他地块退出自己的区域时触发
func blocker_out(block:BaseBlock):
pass
#当其他地块在自己的地块上等待一回合时触发
func blocker_turn(blocker:BaseBlock):
pass
#要求地块移动
func request_move(move_path_point_arr:Array,global_blocker_data:Dictionary):
if move_path_point_arr.size()<2:
return
self.block_pos=move_path_point_arr.back()
if global_blocker_data.has(move_path_point_arr[0]):
var arr:Array=global_blocker_data[move_path_point_arr[0]]
for i in arr:
if i is BaseBlock:
i.blocker_out(self)
for i in range(1,move_path_point_arr.size()-1):
if global_blocker_data.has(move_path_point_arr[i]):
var arr:Array=global_blocker_data[move_path_point_arr[0]]
for j in arr:
if j is BaseBlock:
j.blocker_enter(self)
j.blocker_out(self)
request_block_move.emit(move_path_point_arr[0],move_path_point_arr.back())
pass
func turn():
pass

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@ -0,0 +1,33 @@
extends Object
#地块使用行动信息的基础类
class_name BlockAction
#行动名字
var action_name:String="未命名行动名字"
#是否需要目标
var need_target:bool=false
#选择目标时显示的作用范围
var target_area:Rect2i=Rect2i()
#获取动作可以作用于的地块(true or false)二维数组
func get_action_could_use_block(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary):
pass
#在_self上使用action动作,返回是否成功
func block_use_action(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target=null)->bool:
return false
#展示施法演示
func draw_action_with_target(_self:UnitBlock,tile_map_area:Rect2i,global_block_data:Dictionary,target:Vector2i,block_add_pos:TileMapLayer):
pass
#释放施法演示
func del_action_with_target():
pass

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@ -0,0 +1,28 @@
extends BaseBlock
class_name UnitBlock
#单位的数据
var unit_data:Dictionary={}
#行动点数
var action_num:int=5
#可以使用的动作
var could_use_action:Array[BlockAction]
#被创建时重定义数据
func _on_create():
self.walkable=false
self.could_be_used_for_target=true
super._on_create()
func get_all_choice()->Array:
var res=[]
for i in could_use_action:
res.append(i.action_name)
return res
func turn():
action_num=5
pass

4
json/block.json Normal file
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@ -0,0 +1,4 @@
{
"wall":"res://scene/_2d_fight/block_scene/wall.tscn",
"test_character":"res://scene/_2d_fight/block_scene/test_character.tscn"
}

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@ -82,6 +82,11 @@ d={
"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":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
esc={
"deadzone": 0.5,
"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":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[layer_names]

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 MiB

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cyvpsjsou3xuh"
path="res://.godot/imported/banner.png-1c9c2ff42713f8cb20305f8aea90f37f.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://res/ui/new_ui_001_main/banner.png"
dest_files=["res://.godot/imported/banner.png-1c9c2ff42713f8cb20305f8aea90f37f.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

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@ -39,7 +39,7 @@ enum CameraMode{
if camera_focus_mode_focus_tween!=null:
camera_focus_mode_focus_tween.kill()
camera_focus_mode_focus_tween=create_tween()
camera_focus_mode_focus_tween.tween_property(%main_camera,"globla_position",val.global_position,camera_focus_mode_focus_time)
camera_focus_mode_focus_tween.tween_property(%main_camera,"global_position",val.global_position,camera_focus_mode_focus_time)
camera_focus_mode_focus_tween.set_parallel()
camera_focus_mode_focus_tween.tween_property(%main_camera,"zoom",camera_base_zoom_scale*camera_focus_mode_focus_scale,camera_focus_mode_focus_time)
camera_focusmode_focus_target=val
@ -55,42 +55,76 @@ var camera_focus_mode_focus_scale:float=1.5
#测试部分
#测试的角色移动力
var test_character_move_distance:int=5
func update_moveable():
for i in get_children():
if i is Label:
i.queue_free()
%color_block.clear()
var character_crood:Vector2i=%walkable.local_to_map(%test_character.global_position)
for i in range(tile_map_area_from.x,tile_map_area_to.x):
for j in range(tile_map_area_from.y,tile_map_area_to.y):
var crood=Vector2i(i,j)
var res=is_move_able(character_crood,crood,test_character_move_distance)
if res[0]:
%color_block.set_cell(crood,ColorBlockSetColor.GREEN,Vector2i(0,0))
else:
%color_block.set_cell(crood,ColorBlockSetColor.RED,Vector2i(0,0))
var new_label=Label.new()
new_label.text=str(res[1])
new_label.global_position=%walkable.map_to_local(crood)
add_child(new_label)
##地块Block部分
#全局地块数据引用
#Vector2i:Array[BaseBlock]
var global_block_data:Dictionary={
}
#友方单位(需要自己做出行动选择的)
var friendly_side:Array[UnitBlock]=[]
#敌方单位(自动进行行动选择的)
var enermy_side:Array[UnitBlock]=[]
var now_use_block:UnitBlock
var now_use_action:int=-1:
set(val):
if now_use_action!=val:
match val:
-1:
%color_block.clear()
%panel_container.change_open(true)
var block_action:BlockAction=now_use_block.could_use_action[now_use_action]
block_action.del_action_with_target()
_:
print("尝试进行行动")
var block_action:BlockAction=now_use_block.could_use_action[val]
print(block_action.need_target)
if block_action.need_target:
var res=block_action.get_action_could_use_block(now_use_block,Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from),global_block_data)
print(res)
show_color_block(res)
%panel_container.change_open(false)
pass
now_use_action=val
#区域是否可达
func is_move_able(from:Vector2i,to:Vector2i,move_distance:int):
var res=get_walkable_path(from,to)
if not res[0]:
return [false,0,null]
var distance=res[1]
if move_distance>=distance:
return [true,res[1],res[2]]
else:
return [false,0,null]
pass
var now_index:int=0
func turn():
now_index=-1
for i in global_block_data.keys():
var arr=global_block_data[i]
for j in arr:
if j is BaseBlock:
j.turn()
next()
pass
func next():
for i in %choice_add_pos.get_children():
i.queue_free()
now_index+=1
now_use_action=-1
if now_index>=friendly_side.size():
turn()
return
var now_block:UnitBlock=friendly_side[now_index]
now_use_block=now_block
var choice_arr=now_block.get_all_choice()
for i in range(choice_arr.size()):
var new_btn=Button.new()
new_btn.pressed.connect(select_choice.bind(i))
new_btn.text=choice_arr[i]
%choice_add_pos.add_child(new_btn)
pass
func select_choice(index:int):
print(index)
now_use_action=index
pass
func _ready() -> void:
@ -100,7 +134,15 @@ func _ready() -> void:
astar.region=Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from)
astar.update()
update_astar_from_walkable_map()
update_moveable()
for i in range(10):
add_block(Vector2i(i,i),Database.get_block("wall"),2)
for i in range(10):
add_block(Vector2i(i,i+1),Database.get_block("test_character"),0)
#for i in range(10):
#add_block(Vector2i(i,i+2),Database.get_block("test_character"),1)
turn()
#从可行走tilemap图中同步到astar寻路中
func update_astar_from_walkable_map():
for i in range(tile_map_area_from.x,tile_map_area_to.x):
@ -122,7 +164,10 @@ func get_walkable_path(from:Vector2i,to:Vector2i)->Array:
return [false,0,null]
return [true,arr.size()-1,arr]
pass
#上一帧的缓存
var before_mouse_block:Vector2i=Vector2i.ZERO
func _process(delta: float) -> void:
match camera_mode:
@ -131,12 +176,98 @@ func _process(delta: float) -> void:
%main_camera.position+=input*delta*camera_speed
CameraMode.FOCUS:
pass
#测试角色移动
if Input.is_action_just_pressed("mouse_left"):
print("click")
var from_crood=%walkable.local_to_map(%test_character.global_position)
var crood=%walkable.local_to_map(get_global_mouse_position())
var res=is_move_able(from_crood,crood,test_character_move_distance)
print(res)
if res[0]:
%test_character.global_position=%walkable.map_to_local(crood)
update_moveable()
if now_use_action!=-1:
var crood=%block_add_pos.local_to_map(get_global_mouse_position())
var now_action:BlockAction=now_use_block.could_use_action[now_use_action]
var res=now_action.block_use_action(now_use_block,Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from),global_block_data,crood)
if res:
now_use_action=-1
if Input.is_action_just_pressed("esc"):
now_use_action=-1
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var mouse_pos=get_global_mouse_position()
var crood=%mouse_block.local_to_map(mouse_pos)
update_mouse_block(crood)
if before_mouse_block!=crood:
before_mouse_block=crood
draw_action(crood)
func draw_action(target:Vector2i):
if now_use_action==-1:
return
if not now_use_block is UnitBlock:
return
var block_action:BlockAction=now_use_block.could_use_action[now_use_action]
print(block_action.need_target)
if block_action.need_target:
block_action.draw_action_with_target(now_use_block,Rect2i(tile_map_area_from,tile_map_area_to-tile_map_area_from),global_block_data,target,%block_add_pos)
#更新鼠标显示
func update_mouse_block(pos:Vector2i,area:Rect2i=Rect2i(0,0,0,0)):
%mouse_block.clear()
var area_right=area.position+area.size
for i in range(area.position.x,area_right.x+1):
for j in range(area.position.y,area_right.y+1):
var offset=Vector2i(i,j)
%mouse_block.set_cell(pos+offset,0,Vector2i(0,0))
pass
func add_block(pos:Vector2i,scene:PackedScene,queue):
var instance:BaseBlock=scene.instantiate()
instance.block_pos=pos
instance.request_block_move.connect(move_block.bind(instance))
%block_add_pos.add_child(instance)
match queue:
0:
friendly_side.append(instance)
1:
enermy_side.append(instance)
add_block_to_data(instance,pos)
#移动block实例到指定位置
func move_block(from_pos:Vector2i,to_pos:Vector2i,block_instance:BaseBlock):
if not global_block_data.has(from_pos):
return
var arr:Array=global_block_data[from_pos]
if not block_instance in arr:
return
arr.pop_at(arr.find(block_instance))
if not global_block_data.has(to_pos):
global_block_data[to_pos]=[block_instance]
else:
global_block_data[to_pos].append(block_instance)
pass
#将block的引用添加到全局字典中
func add_block_to_data(block:BaseBlock,pos:Vector2i):
if not global_block_data.has(pos):
global_block_data[pos]=[block]
else:
global_block_data[pos].append(block)
pass
pass
func show_color_block(arr:Array):
for i in range((tile_map_area_to-tile_map_area_from).x+1):
for j in range((tile_map_area_to-tile_map_area_from).y+1):
var offset=Vector2i(i,j)
if arr[i][j]:
%color_block.set_cell(tile_map_area_from+offset,ColorBlockSetColor.GREEN,Vector2i(0,0))
else:
%color_block.set_cell(tile_map_area_from+offset,ColorBlockSetColor.RED,Vector2i(0,0))
pass
func _on_next_pressed() -> void:
next()
pass # Replace with function body.

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@ -0,0 +1,6 @@
extends UnitBlock
func _on_create():
self.could_use_action=[BlockActionMove.new(),BlockActionAttackNormal.new()]
super._on_create()
pass

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@ -0,0 +1,12 @@
[gd_scene load_steps=3 format=3 uid="uid://5vqwfn05i63"]
[ext_resource type="Script" path="res://scene/_2d_fight/block_scene/test_character.gd" id="1_543qj"]
[ext_resource type="Texture2D" uid="uid://be3n1b7s2o4mm" path="res://icon.svg" id="2_eh4u5"]
[node name="test_character" type="Node2D"]
script = ExtResource("1_543qj")
could_be_used_for_target = true
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.5, 0.5)
texture = ExtResource("2_eh4u5")

View File

@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=3 uid="uid://c8ho6swdmdbi5"]
[ext_resource type="Script" path="res://class/2dFightBlock/base_block.gd" id="1_vd8gg"]
[ext_resource type="Texture2D" uid="uid://wld1fbwto47r" path="res://res/ui/ui_033_2d_fight/icon_color_64x64/black.png" id="2_rhwnk"]
[node name="Wall" type="Node2D"]
script = ExtResource("1_vd8gg")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_rhwnk")

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=45 format=3 uid="uid://di6kh2u1u1p05"]
[gd_scene load_steps=46 format=3 uid="uid://di6kh2u1u1p05"]
[ext_resource type="Script" path="res://class/tool/DrawerContainer.gd" id="1_8qmlu"]
[ext_resource type="Texture2D" uid="uid://q2bnirkndyhu" path="res://res/ui/new_ui_001_main/设置@1x.png" id="1_gpofm"]
@ -10,6 +10,7 @@
[ext_resource type="Script" path="res://class/ButtonOffsetTrigerResource/NodeOffsetArrayResouce.gd" id="3_wycq3"]
[ext_resource type="Texture2D" uid="uid://dox5f407o8k2h" path="res://res/ui/new_ui_001_main/遮罩@1x@1x.png" id="4_322ac"]
[ext_resource type="Texture2D" uid="uid://bpxe3rop6ldrt" path="res://res/ui/new_ui_001_main/成就表@1x.png" id="4_u0q3a"]
[ext_resource type="Texture2D" uid="uid://cyvpsjsou3xuh" path="res://res/ui/new_ui_001_main/banner.png" id="4_wro2c"]
[ext_resource type="Texture2D" uid="uid://dnjolo3ihf77u" path="res://res/ui/new_ui_001_main/角色@1x@1x.png" id="4_ynrl2"]
[ext_resource type="Texture2D" uid="uid://dvlwj6mj6hy1v" path="res://res/ui/new_ui_001_main/日历@1x.png" id="5_jvaox"]
[ext_resource type="Texture2D" uid="uid://dtu5u6mrbgmee" path="res://res/ui/new_ui_001_main/成就@1x@1x.png" id="8_8v04f"]
@ -89,10 +90,11 @@ layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = 4.0
offset_bottom = 4.0
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource("4_wro2c")
expand_mode = 1
stretch_mode = 6
[node name="TextureRect2" type="TextureRect" parent="."]
layout_mode = 1