cirnogodot/Scripts/Resources/Roguelite/RogueliteRoomResource.cs
2025-04-28 09:50:55 +02:00

60 lines
No EOL
1.9 KiB
C#

using System.Collections.Generic;
using Cirno.Scripts.Enums;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources.Roguelite;
[GlobalClass]
[Tool]
public partial class RogueliteRoomResource : Resource
{
[Export] public StringName RoomName { get; set; }
[Export] public RoomType Type { get; set; } = RoomType.Regular;
[Export] public StringName ScenePath { get; set; }
[Export] public Vector2I Size { get; set; } = new(1, 1);
[Export] public bool StartShrouded { get; set; } = true;
[Export] public Array<Vector2I> DoorGridPositions { get; set; } = [];
[Export] public Array<EnemyResource> SpawnableEnemies { get; set; }
[Export] public DoorDirections DoorDirections { get; set; }
public bool HasDoors(DoorDirections required) => (DoorDirections & required) == required;
public override string ToString()
{
return $"{RoomName} {Type} {Size.X}x{Size.Y}";
}
public List<Vector2I> GetRoomOffsets(Vector2I gridPosition, Direction side)
{
List<Vector2I> offsets = [];
switch (side)
{
case Direction.Down:
for (int i = 0; i < Size.X; i++)
offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y));
break;
case Direction.Up:
for (int i = 0; i < Size.X; i++)
offsets.Add(new Vector2I(gridPosition.X - i, gridPosition.Y + Size.Y - 1));
break;
case Direction.Right:
for (int i = 0; i < Size.Y; i++)
offsets.Add(new Vector2I(gridPosition.X, gridPosition.Y - i));
break;
case Direction.Left:
for (int i = 0; i < Size.Y; i++)
offsets.Add(new Vector2I(gridPosition.X + Size.X - 1, gridPosition.Y - i));
break;
}
return offsets;
}
}