supervisor-simulator/scripts/Cube.cs
2024-12-03 23:43:07 +08:00

100 lines
3.5 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
public partial class Cube : Node2D
{
private static readonly Rect2I tableRect = new(0, 0, 3, 2);
private static readonly Rect2I table2Rect = new(0, -1, 3, 1);
private static readonly Rect2I chairRect = new(1, 1, 1, 2);
private static readonly Rect2I chair2Rect = new(1, -2, 1, 2);
private static readonly Rect2I equipRect = new(0, 0, 3, 2);
private static readonly Rect2I equip2Rect = new(0, -1, 3, 1);
private static readonly TileMapping[] tableThemes = {
new(new Vector2I(1, 30), tableRect),
new(new Vector2I(4, 30), tableRect),
new(new Vector2I(7, 30), tableRect),
new(new Vector2I(7, 28), tableRect),
new(new Vector2I(10, 28), tableRect),
};
private static readonly TileMapping[] table2Themes = {
new(new Vector2I(1, 31), table2Rect),
new(new Vector2I(4, 31), table2Rect),
new(new Vector2I(7, 31), table2Rect),
new(new Vector2I(7, 29), table2Rect),
new(new Vector2I(10, 29), table2Rect),
};
private static readonly TileMapping[] chairThemes = {
new(new Vector2I(-1, 7), chairRect),
new(new Vector2I(0, 7), chairRect),
new(new Vector2I(-1, 9), chairRect),
new(new Vector2I(0, 9), chairRect),
};
private static readonly TileMapping[] chair2Themes = {
new(new Vector2I(-1, 10), chair2Rect),
new(new Vector2I(0, 10), chair2Rect),
new(new Vector2I(-1, 12), chair2Rect),
new(new Vector2I(0, 12), chair2Rect),
};
private static readonly TileMapping[] equipThemes = {
// one laptop
new(new Vector2I(13, 26), equipRect),
// one laptop with one monitor
new(new Vector2I(7, 26), equipRect),
// one desktop PC
new(new Dictionary<Vector2I, Vector2I>() {
[new Vector2I(0, 0)] = new Vector2I(11, 17),
[new Vector2I(1, 0)] = new Vector2I(8, 32),
[new Vector2I(2, 0)] = new Vector2I(9, 32),
[new Vector2I(0, 1)] = new Vector2I(11, 18),
[new Vector2I(1, 1)] = new Vector2I(8, 33),
[new Vector2I(2, 1)] = new Vector2I(9, 33),
}),
// one desktop PC with one monitors
new(new Vector2I(7, 32), equipRect),
};
private static readonly TileMapping[] equip2Themes = {
// one laptop
new(new Vector2I(13, 31), equip2Rect),
// one laptop with one monitor
new(new Dictionary<Vector2I, Vector2I>() {
[new Vector2I(0, -1)] = new Vector2I(13, 32),
[new Vector2I(1, -1)] = new Vector2I(10, 7),
[new Vector2I(2, -1)] = new Vector2I(15, 32),
}),
// one desktop PC
new(new Dictionary<Vector2I, Vector2I>() {
[new Vector2I(0, -1)] = new Vector2I(13, 32),
[new Vector2I(1, -1)] = new Vector2I(14, 32),
[new Vector2I(2, -1)] = new Vector2I(15, 30),
}),
// one desktop PC with one monitors
new(new Vector2I(13, 33), equip2Rect),
};
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
RandomChangeTheme();
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
public void RandomChangeTheme() {
tableThemes[GD.RandRange(0, tableThemes.Length-1)].Apply(GetNode<TileMapLayer>("Desk"));
table2Themes[GD.RandRange(0, table2Themes.Length-1)].Apply(GetNode<TileMapLayer>("Desk2"));
chairThemes[GD.RandRange(0, chairThemes.Length-1)].Apply(GetNode<TileMapLayer>("Chair"));
chair2Themes[GD.RandRange(0, chair2Themes.Length-1)].Apply(GetNode<TileMapLayer>("Chair2"));
equipThemes[GD.RandRange(0, equipThemes.Length-1)].Apply(GetNode<TileMapLayer>("Equip"));
var x =GD.RandRange(0, equip2Themes.Length-1);
GD.Print(GD.RandRange(0, equip2Themes.Length-1));
equip2Themes[x].Apply(GetNode<TileMapLayer>("Equip2"));
}
}