using Godot; using System; /// /// 测试地图层 /// public partial class TestMap : TileMapLayer { /// /// 上一次高亮的单元格。用于避免不必要的更新。 /// private Vector2I _lastHighlightCell; private readonly Vector2I _highlightTileCoord = new(0, 5); private readonly Vector2I _vector2INegOne = new(-1, -1); // Called when the node enters the scene tree for the first time. /// /// 场景加载完成时调用 /// public override void _Ready() { // 初始化最后高亮单元格为无效值。 _lastHighlightCell = _vector2INegOne; } /// /// 每帧更新。 /// /// 距离上一帧的时间间隔。 public override void _Process(double delta) { Vector2 mousePos = GetLocalMousePosition(); Vector2I cell = LocalToMap(mousePos); if (cell != _lastHighlightCell) { if (_lastHighlightCell != _vector2INegOne) { EraseCell(_lastHighlightCell); } _lastHighlightCell = cell; SetCell(cell, 0, _highlightTileCoord); } } }