Files
2026-05-19 18:01:53 +07:00

210 lines
6.8 KiB
C#
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using BrewMonster;
using BrewMonster.Managers;
using BrewMonster.Scripts.Ornament;
using CSNetwork.GPDataType;
using PerfectWorld.Scripts.Managers.BrewMonster.Managers;
using UnityEngine;
namespace BrewMonster.Scripts.World
{
public class CECWorld
{
protected A3DTerrain2 m_pA3DTerrain;
CECOrnamentMan m_pOnmtMan;
uint m_dwBornStamp = 0;
CECAssureMove m_pAssureMove; // object used to assure move
int m_idInst = 161; // id of instance
int m_iParallelWorldID = 0;
public uint GetBornStamp() { return m_dwBornStamp++; }
// Get terrain object
public A3DTerrain2 GetTerrain()
{
return m_pA3DTerrain;
}
//TODO: Skill Gfx Manager
//public CECSkillGfxMan GetSkillGfxMan() { return (CECSkillGfxMan)m_aManagers[MAN_SKILLGFX]; }// Terrain object
public CECOrnamentMan GetOrnamentMan()
{
return m_pOnmtMan;
}
public float GetTerrainHeight(A3DVECTOR3 vPos, ref A3DVECTOR3 pvNormal /* NULL */)
{
A3DVECTOR3 normal = pvNormal;
if (!TryGetTerrainHeight(vPos, ref normal, out float height))
return vPos.y;
pvNormal = normal;
return height;
}
/// <summary>False when terrain is not loaded yet (e.g. during early AutoPF Search).</summary>
public bool TryGetTerrainHeight(A3DVECTOR3 vPos, ref A3DVECTOR3 pvNormal, out float height)
{
A3DTerrain2 pTerrain = GetTerrain();
if (pTerrain == null)
{
height = vPos.y;
return false;
}
height = pTerrain.GetPosHeight(vPos, ref pvNormal);
return true;
}
public float GetWaterHeight(A3DVECTOR3 vPos)
{
// TODO: Hook into the actual water system once it is available.
A3DVECTOR3 dummy = default;
return GetTerrainHeight(vPos, ref dummy);
}
public CECObject GetObject(int idObject, int iAliveFlag)
{
CECObject pObject = null;
if (GPDataTypeHelper.ISNPCID(idObject))
{
if (!(pObject = EC_ManMessageMono.Instance.CECNPCMan.GetNPC(idObject)))
return null;
if ((iAliveFlag == 1 && ((CECNPC)pObject).IsDead()) ||
(iAliveFlag == 2 && !((CECNPC)pObject).IsDead()))
return null;
}
else if (GPDataTypeHelper.ISPLAYERID(idObject))
{
if (!(pObject = EC_ManMessageMono.Instance.GetECManPlayer.GetPlayer(idObject)))
return null;
if ((iAliveFlag == 1 && ((CECPlayer)pObject).IsDead()) ||
(iAliveFlag == 2 && !((CECPlayer)pObject).IsDead()))
return null;
}
else if (GPDataTypeHelper.ISMATTERID(idObject))
pObject = EC_ManMessageMono.Instance.GetECManMatter.GetMatter(idObject);
return pObject;
}
public int GetInstanceID() { return m_idInst; }
// 设置实例ID(地图ID // Set instance ID (map ID)
public void SetInstanceID(int idInst)
{
m_idInst = idInst;
// Sync AutoPF intelligent route data for the new map.
// 同步新地图的 AutoPF 智能寻路数据。
BrewMonster.Scripts.CECIntelligentRoute.Instance().ChangeWorldInstance(idInst);
}
public CECAssureMove GetAssureMove()
{ return m_pAssureMove; }
public CECNPCMan GetNPCMan()
{
return EC_ManMessageMono.Instance.CECNPCMan;
}
public EC_ManPlayer GetPlayerMan()
{
return EC_ManMessageMono.Instance.GetECManPlayer;
}
// Release object
public void Release()
{
// TODO: Release world resources in the correct order, currently just a placeholder to avoid compile errors. The actual release logic should closely follow the original C++ code to ensure proper cleanup and resource management.
// Release auto home
// ReleaseAutoHome(); // Not open comment, this same in C++
// CECIntelligentRoute::Instance().Release(); // TODO
// Release CDS object
// if (m_pCDS)
// {
// g_pGame->GetA3DEngine()->SetA3DCDS(NULL);
// delete m_pCDS;
// m_pCDS = NULL;
// }
// Release nature objects
// ReleaseNatureObjects(); //TODO
// Release scene before managers
// ReleaseScene();
// Release managers
// ReleaseManagers();
// force to release all loaded resource
// ThreadRemoveAllLoaded();
// if (m_pPrecinctSet)
// {
// delete m_pPrecinctSet;
// m_pPrecinctSet = NULL;
// }
//
// if (m_pRegionSet)
// {
// delete m_pRegionSet;
// m_pRegionSet = NULL;
// }
//
// if (m_pSceneLights)
// {
// delete m_pSceneLights;
// m_pSceneLights = NULL;
// }
//
// if (m_pAssureMove)
// {
// m_pAssureMove->ReleaseMap();
// delete m_pAssureMove;
// m_pAssureMove = NULL;
// }
//
// m_dwBornStamp = 1;
}
// Release current scene
void ReleaseScene()
{
// g_pGame->GetA3DEngine()->SetSky(NULL);
//
// A3DRELEASE(m_pScene);
// A3DRELEASE(m_pGrassLand);
// A3DRELEASE(m_pForest);
// A3DRELEASE(m_pA3DSky);
//
// // 1. force to exit loader thread
// ExitLoaderThread();
//
// // 2. release manager
// for (int i=0; i < NUM_MANAGER; i++)
// {
// if (m_aManagers[i])
// m_aManagers[i]->OnLeaveGameWorld();
// }
//
// // 3. force to release all loaded resource
// ThreadRemoveAllLoaded();
//
// // Release terrain after loading thread has been ended
// A3DRELEASE(m_pA3DTrnCuller);
// A3DRELEASE(m_pA3DTerrainWater);
// A3DRELEASE(m_pA3DTerrain);
// A3DRELEASE(m_pTerrainOutline);
// A3DRELEASE(m_pCloudManager);
//
// m_bWorldLoaded = false;
//
// // ɾ³ýËæ»úµØÍ¼ÐÅÏ¢
// CECRandomMapProcess::DeleteAllRandomMapDataForSingleUser();
}
public int GetCurParallelWorld(){ return m_iParallelWorldID; }
}
}