fix: 设置图块的周围自动元件检测

This commit is contained in:
AncTe committed 2025-11-24 12:40:04 +08:00
1 parent 037746999d
commit 9d4bd381e5
10 files changed
+151 -101

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@@ -5,4 +5,4 @@ import { materials } from '@user/client-base';
/** 主地图渲染器,用于渲染游戏画面 */
export const mainMapRenderer = new MapRenderer(materials, state.layer);
/** 副地图渲染器,用于渲染缩略图、浏览地图等 */
export const expandMapRenderer = new MapRenderer(materials, state.layer);
// export const expandMapRenderer = new MapRenderer(materials, state.layer);
@@ -158,7 +158,7 @@ export class BlockSplitter<T> implements IBlockSplitter<T> {
const bx = Math.floor(x / this.blockWidth);
const by = Math.floor(y / this.blockHeight);
if (!this.checkLocRange(bx, by)) return null;
const index = y * this.width + x;
const index = by * this.width + bx;
return this.blockMap.get(index) ?? null;
}
@@ -1230,8 +1230,12 @@ export class MapRenderer
const area = this.viewport.getRenderArea();
area.blockList.forEach(v => {
this.vertex.updateBlockCache(v);
v.data.render();
if (v.data.dirty) {
this.vertex.updateBlockCache(v);
}
if (v.data.renderDirty) {
v.data.render();
}
});
if (area.dirty.length > 0) {
@@ -470,17 +470,19 @@ export class MapVertexGenerator
if (!block) return;
const vertex = block.data.getLayerData(layer);
if (!vertex) return;
const bx = mx - block.dataX;
const by = my - block.dataY;
const newIndex: BlockIndex = {
layer,
mapX: mx,
mapY: my,
mapIndex: my * this.mapWidth + mx,
blockX: block.x,
blockY: block.y,
blockIndex: block.y * block.width + block.x
blockX: bx,
blockY: by,
blockIndex: by * block.width + bx
};
const tile = this.renderer.manager.getTile(mapArray[index.mapIndex]);
if (!tile) return;
const tile = this.renderer.manager.getTile(mapArray[newIndex.mapIndex]);
if (!tile || tile.cls !== BlockCls.Autotile) return;
this.updateAutotile(
mapArray,
vertex,
@@ -590,6 +592,7 @@ export class MapVertexGenerator
blockY: block.y,
blockIndex: dIndex
};
// 需要检查周围一圈的自动元件
this.checkAutotileConnectionAround(layer, array, index, -1, -1);
this.checkAutotileConnectionAround(layer, array, index, 0, -1);
@@ -669,98 +672,100 @@ export class MapVertexGenerator
this.checkUpdateCallPerformance('updateBlockList');
}
this.checkRebuild();
if (blocks.length > 50) {
// 对于超出50个的更新操作使用懒更新
blocks.forEach(v => {
const block = this.block.getBlockByDataLoc(v.x, v.y);
if (!block) return;
const bx = v.x - block.dataX;
const by = v.y - block.dataY;
block.data.markDirty(layer, bx - 1, by - 1, bx + 2, by + 2);
block.data.markRenderDirty();
const left = bx === 0;
const top = by === 0;
const right = bx === block.width - 1;
const bottom = by === block.height - 1;
// 需要更一圈的自动元件
if (left) {
// 左侧的分块需要更新
const nextBlock = block.left();
if (nextBlock) {
const { width: w, data } = nextBlock;
data.markDirty(layer, w - 1, by - 1, w, by + 1);
data.markRenderDirty();
}
if (top) {
// 左上侧的分块需要更新
const nextBlock = block.leftUp();
if (nextBlock) {
const { width: w, height: h, data } = nextBlock;
data.markDirty(layer, w - 1, h - 1, w, h);
data.markRenderDirty();
}
}
if (bottom) {
// 左下侧的分块需要更新
const nextBlock = block.leftDown();
if (nextBlock) {
const { width: w, data } = nextBlock;
data.markDirty(layer, w - 1, 0, w, 1);
data.markRenderDirty();
}
}
}
if (top) {
// 上侧的分块需要更新
const nextBlock = block.up();
if (nextBlock) {
const { height: h, data } = nextBlock;
data.markDirty(layer, bx - 1, h - 1, bx + 1, h);
data.markRenderDirty();
}
}
if (right) {
// 右侧的分块需要更新
const nextBlock = block.right();
if (nextBlock) {
const { data } = nextBlock;
data.markDirty(layer, 0, by - 1, 1, by + 1);
data.markRenderDirty();
}
if (top) {
// 右上侧的分块需要更新
const nextBlock = block.rightUp();
if (nextBlock) {
const { height: h, data } = nextBlock;
data.markDirty(layer, 0, h - 1, 1, h);
data.markRenderDirty();
}
}
if (bottom) {
// 右下侧的分块需要更新
const nextBlock = block.rightDown();
if (nextBlock) {
const { data } = nextBlock;
data.markDirty(layer, 0, 0, 1, 1);
data.markRenderDirty();
}
}
}
if (bottom) {
// 下侧的分块需要更新
const nextBlock = block.down();
if (nextBlock) {
const { data } = nextBlock;
data.markDirty(layer, bx - 1, 0, bx + 1, 1);
data.markRenderDirty();
}
}
});
} else {
if (blocks.length <= 50) {
blocks.forEach(({ block: num, x, y }) => {
this.updateBlockVertex(layer, num, x, y);
});
return;
}
// 对于超出50个的更新操作使用懒更新
blocks.forEach(v => {
const block = this.block.getBlockByDataLoc(v.x, v.y);
if (!block) return;
const bx = v.x - block.dataX;
const by = v.y - block.dataY;
block.data.markDirty(layer, bx - 1, by - 1, bx + 2, by + 2);
block.data.markRenderDirty();
const left = bx === 0;
const top = by === 0;
const right = bx === block.width - 1;
const bottom = by === block.height - 1;
// 需要更一圈的自动元件
if (left) {
// 左侧的分块需要更新
const nextBlock = block.left();
if (nextBlock) {
const { width: w, data } = nextBlock;
data.markDirty(layer, w - 1, by - 1, w, by + 1);
data.markRenderDirty();
}
if (top) {
// 左上侧的分块需要更新
const nextBlock = block.leftUp();
if (nextBlock) {
const { width: w, height: h, data } = nextBlock;
data.markDirty(layer, w - 1, h - 1, w, h);
data.markRenderDirty();
}
}
if (bottom) {
// 左下侧的分块需要更新
const nextBlock = block.leftDown();
if (nextBlock) {
const { width: w, data } = nextBlock;
data.markDirty(layer, w - 1, 0, w, 1);
data.markRenderDirty();
}
}
}
if (top) {
// 上侧的分块需要更新
const nextBlock = block.up();
if (nextBlock) {
const { height: h, data } = nextBlock;
data.markDirty(layer, bx - 1, h - 1, bx + 1, h);
data.markRenderDirty();
}
}
if (right) {
// 右侧的分块需要更新
const nextBlock = block.right();
if (nextBlock) {
const { data } = nextBlock;
data.markDirty(layer, 0, by - 1, 1, by + 1);
data.markRenderDirty();
}
if (top) {
// 右上侧的分块需要更新
const nextBlock = block.rightUp();
if (nextBlock) {
const { height: h, data } = nextBlock;
data.markDirty(layer, 0, h - 1, 1, h);
data.markRenderDirty();
}
}
if (bottom) {
// 右下侧的分块需要更新
const nextBlock = block.rightDown();
if (nextBlock) {
const { data } = nextBlock;
data.markDirty(layer, 0, 0, 1, 1);
data.markRenderDirty();
}
}
}
if (bottom) {
// 下侧的分块需要更新
const nextBlock = block.down();
if (nextBlock) {
const { data } = nextBlock;
data.markDirty(layer, bx - 1, 0, bx + 1, 1);
data.markRenderDirty();
}
}
});
}
updateBlockCache(block: Readonly<IBlockData<IMapVertexBlock>>): void {
@@ -1036,6 +1041,9 @@ class MapVertexBlock implements IMapVertexBlock {
this.dirty = false;
}
/**
* 标记为需要更新渲染缓冲区
*/
markRenderDirty() {
this.renderDirty = true;
}
@@ -128,7 +128,7 @@ export class MapViewport implements IMapViewportController {
return {
render: renderArea,
dirty: updateArea,
blockList: blockList.filter(v => v.data.dirty)
blockList: blockList
};
}