/// <summary>
 /// Creates and returns a dictionary that maps a TileMap's StaticBody2D's RID to said TileMap's walls or ledges.
 /// </summary>
 /// <param name="tileMaps">List of TileMaps.</param>
 /// <param name="tileMapToSB2Ds">Map of TileMap to its SB2D, whether its origin was a wall or ledge.</param>
 /// <param name="perimData">Data of all perimeters of all TileMaps.</param>
 /// <param name="ledgeData">Data of all ledges of all TileMaps.</param>
 /// <param name="option">Whether this function is being used to construct segments for walls or ledges.</param>
 /// <returns>A dictionary that maps a TileMap's SB2D RID to said TileMap's walls.</returns>
 public static Dictionary<RID, List<SegmentShape2D>> ConstructSB2DSegments(this TileMapList tileMaps,
                                                                           Dictionary<TileMap, RID> tileMapToSB2Ds,
                                                                           PerimeterData perimData,
                                                                           LedgeData ledgeData,
                                                                           StaticBodyOrigin option)
 {
     if (tileMaps is null) throw new ArgumentNullException(nameof(tileMaps));
     if (tileMapToSB2Ds is null) throw new ArgumentNullException(nameof(tileMapToSB2Ds));
     if (perimData is null) throw new ArgumentNullException(nameof(perimData));
     if (ledgeData is null) throw new ArgumentNullException(nameof(ledgeData));
     
     var sb2dToSegments = new Dictionary<RID, List<SegmentShape2D>>();
     foreach (TileMap tileMap in tileMaps.Values)
     {
         RID wall = tileMapToSB2Ds[tileMap];
         List<SegmentShape2D> segments = (option == StaticBodyOrigin.Wall) ?
                                               _GetWallSegments(tileMaps, tileMap, perimData) :
                                               _GetLedgeSegments(tileMaps, tileMap, ledgeData);
         sb2dToSegments.Add(wall, segments);
         foreach (SegmentShape2D segment in segments)
         {
             Physics2DServer.BodyAddShape(wall, segment.GetRid());
         }
     }
     return sb2dToSegments;
 }
示例#2
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                       LedgeData ledgeData) BuildTileNodes(IEnumerable <Node> worldChildren)
        {
            if (worldChildren is null)
            {
                throw new ArgumentNullException(nameof(worldChildren));
            }

            TileMapList tileMaps  = _FillTilemapsArray(worldChildren);
            var         perimData = new PerimeterData(tileMaps);
            var         ledgeData = new LedgeData(perimData, tileMaps);

            return(tileMaps, perimData, ledgeData);
        }
示例#3
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        /// <summary>
        /// Should be called whenever loaded world changes.
        /// Resets all wall and ledge physics bodies and prepares new ones to be filled by TileController.
        /// </summary>
        /// <param name="tileMaps">List of TileMaps which are guaranteed to have a unique Z index.</param>
        /// <param name="perimData">Data of all perimeters of all TileMaps.</param>
        /// <param name="ledgeData">Data of all ledges of all TileMaps.</param>
        /// <param name="worldSpace">Current world space.</param>
        public void LoadWorld(TileMapList tileMaps, PerimeterData perimData, LedgeData ledgeData, RID worldSpace)
        {
            if (tileMaps == null)
            {
                throw new ArgumentNullException(nameof(tileMaps), "Attempted to load world with no tilemaps.");
            }

            this._tileMapToFloorArea2Ds = tileMaps.ConstructTileMapFloorMap(worldSpace);
            this._tileMapToWallSB2Ds    = tileMaps.ConstructTileMapCollisionMap(worldSpace);
            this._tileMapToLedgeSB2Ds   = tileMaps.ConstructTileMapCollisionMap(worldSpace);
            this._floorArea2DToPolygons = tileMaps.ConstructFloorPartitions(this._tileMapToFloorArea2Ds, perimData);
            this._wallSB2DToSegments    = tileMaps.ConstructSB2DSegments(this._tileMapToWallSB2Ds, perimData, ledgeData,
                                                                         CollisionConstructor.StaticBodyOrigin.Wall);
            this._ledgeSB2DToSegments = tileMaps.ConstructSB2DSegments(this._tileMapToLedgeSB2Ds, perimData, ledgeData,
                                                                       CollisionConstructor.StaticBodyOrigin.Ledge);

            this._toEntityHub.Publish(new FloorsConstructedMessage(this, this._tileMapToFloorArea2Ds));
            foreach (TileMap tileMap in tileMaps.Values)
            {
                GD.PrintS("TileMapToFloorArea2Ds RID for tilemap with zIndex " + tileMap.ZIndex + ": " + this._tileMapToFloorArea2Ds[tileMap].GetId());
                //GD.PrintS("TileMapToWallSB2Ds RID for tilemap with zIndex " + tileMap.ZIndex + ": " +  this.tileMapToWallSB2Ds[tileMap].GetId());
                //GD.PrintS("TileMapToLedgeSB2Ds RID for tilemap with zIndex " + tileMap.ZIndex + ": " +  this.tileMapToLedgeSB2Ds[tileMap].GetId());

                RID floorRID = this._tileMapToFloorArea2Ds[tileMap];
                RID wallRID  = this._tileMapToWallSB2Ds[tileMap];
                RID ledgeRID = this._tileMapToLedgeSB2Ds[tileMap];
                GD.PrintS("floorArea2DToPolygons count: " + this._floorArea2DToPolygons[floorRID].Count);
                GD.PrintS("wallSB2DToSegments count: " + this._wallSB2DToSegments[wallRID].Count);
                GD.PrintS("ledgeSB2DToSegments count: " + this._ledgeSB2DToSegments[ledgeRID].Count);

                this._area2DMonitors[floorRID.GetId()] = new Area2DMonitor(floorRID, tileMap.ZIndex, this._floorArea2DToPolygons[floorRID], this._toEntityHub);
                Physics2DServer.AreaSetMonitorCallback(floorRID, this._area2DMonitors[floorRID.GetId()], nameof(Area2DMonitor.OnAreaCallback));
            }
            this._toEntityHub.Publish(new AreaMonitorsSetupMessage(this));
            GD.PrintS("published areamonitor msg");
        }
 /// <summary>
 /// For a given TileMap, gets its ledges as a list of SegmentShape2Ds by iterating through LedgeData for:
 ///     1. The given TileMap's own ledges
 ///     2. Ledges that have been superimposed from every lower TileMap to the given TileMap
 /// </summary>
 /// <param name="tileMaps">List of TileMaps.</param>
 /// <param name="thisTileMap">The TileMap this function is getting ledges for.</param>
 /// <param name="ledgeData">Data of all ledges of all TileMaps.</param>
 /// <returns>A list of SegmentShape2Ds that contain every segment of every ledge that is on thisTileMap.</returns>
 private static List<SegmentShape2D> _GetLedgeSegments(TileMapList tileMaps, TileMap thisTileMap, LedgeData ledgeData)
 {
     var allSegments = new List<SegmentShape2D>();
     for (int zIndex = 0; zIndex <= thisTileMap.ZIndex; zIndex++)
     {
         TileMap baseTileMap = tileMaps[zIndex];
         int maxTileGroups = ledgeData.GetMaxTileGroup(baseTileMap);
         for (int tileGroup = 0; tileGroup < maxTileGroups; tileGroup++)
         {
             int maxHoleGroups = ledgeData.GetMaxHoleGroup(baseTileMap, tileGroup);
             for (int holeGroup = 0; holeGroup < maxHoleGroups; holeGroup++)
             {
                 int maxLedgeGroups = ledgeData.GetMaxLedgeGroup(baseTileMap, tileGroup, holeGroup, thisTileMap);
                 for (int ledgeGroup = 0; ledgeGroup < maxLedgeGroups; ledgeGroup++)
                 {
                     EdgeCollection<TileEdge> ledgeColl = ledgeData.GetLedgeCollection(baseTileMap, tileGroup, holeGroup, thisTileMap, ledgeGroup);
                     IEnumerable<SegmentShape2D> thisLedgeSegments = _EdgeCollToSegments(ledgeColl);
                     allSegments.AddRange(thisLedgeSegments);
                 }
             }
         }
     }
     return allSegments;
 }