extends Node var main_scene:MainScene #保存ID对应角色实例的字典 var unit_instance_dic:Dictionary={ } #可交互物品/建筑的类型:Array字典 var item_type_dic_arr:Dictionary={ } #设置对象实例 func set_unit_instance(id:String,instance:Node): if unit_instance_dic.has(id): var before_instance=unit_instance_dic[id] if is_instance_valid(before_instance): before_instance.queue_free() unit_instance_dic[id]=instance #获取对象实例 func get_unit_instance(id:String): if unit_instance_dic.has(id) and is_instance_valid(unit_instance_dic[id]): return unit_instance_dic[id] else: return null func delete_unit_instance(id:String): unit_instance_dic.erase(id) pass #单位好感度字典 var unit_favour_dic:Dictionary={ } #获取与对应单位的好感度,如果不存在则根据双方族群自动创建初始好感 func get_unit_favour(self_id:String,other_id:String): if not unit_favour_dic.has(self_id): var favour=Database.get_init_favour(get_unit_instance(self_id).unit_type,get_unit_instance(other_id).unit_type) unit_favour_dic[self_id]={other_id:favour} return favour elif not unit_favour_dic[self_id].has(other_id): var favour=Database.get_init_favour(get_unit_instance(self_id).unit_type,get_unit_instance(other_id).unit_type) unit_favour_dic[self_id][other_id]=favour return favour else: return unit_favour_dic[self_id][other_id] pass #设置好感度 func set_unit_favour(self_id:String,other_id:String,favour:float): if not unit_favour_dic.has(self_id): unit_favour_dic[self_id]={other_id:favour} else: unit_favour_dic[self_id][other_id]=favour var now_map_id:String="default" var map_dictionary:Dictionary={ } #当前地图是否已经初始化 func is_map_initlized(map_id:String): return map_dictionary.has(map_id) func add_unit_id_save_map(unit_data:Dictionary): if not unit_data.has("map"): return var map_id=unit_data["map"] if map_id=="default": return var unit_id=unit_data["unit_id"] if map_dictionary.has(map_id): map_dictionary[map_id][unit_id]=unit_data else: map_dictionary[map_id]={ unit_id:unit_data } #获取地图中的存储角色数据 func get_map_data(map_id:String): return map_dictionary[map_id] var now_player_data:Dictionary={ }