拿阳间的东西重写了一遍渲染 init
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@ -397,7 +397,7 @@ impl PySR1Ship {
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}
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/// 待会直接加一个在 SR1 PartData上获取的API得了,现在这样太费劲了
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///
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///
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/// 加好了
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fn get_part_box(&self, part_id: IdType) -> Option<((f64, f64), (f64, f64))> {
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let part_data = self.ship.parts.iter().find(|&x| x.id == part_id);
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@ -420,20 +420,23 @@ impl PySR1Ship {
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}
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/// 通过 part_id 获取 part_data
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///
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///
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/// 当然, 支持重叠 ID
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fn find_part_by_id(&self, part_id: IdType) -> Vec<SR1PartData> {
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fn find_part_by_id(&self, part_id: IdType) -> Vec<PySR1PartData> {
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// 先搜链接到的部件
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// 这里的代码是 GitHub Copilot 帮我优化的
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// 赞美 GitHub Copilot !()
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let unconnected = self.ship.disconnected.as_ref().map_or(vec![], |disconnected| {
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disconnected.iter()
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.flat_map(|(group, _)| group.iter())
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.filter(|part| part.id == part_id)
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.collect()
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disconnected.iter().flat_map(|(group, _)| group.iter()).filter(|part| part.id == part_id).collect()
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});
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// 然后通过一个 chain 直接把他链接到这边
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self.ship.parts.iter().filter(|x| x.id == part_id).chain(unconnected).cloned().collect()
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self.ship
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.parts
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.iter()
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.filter(|x| x.id == part_id)
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.chain(unconnected)
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.map(|raw_data| PySR1PartData { data: raw_data.clone() })
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.collect()
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}
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fn save(&self, file_path: String, save_status: Option<PySaveStatus>) -> PyResult<()> {
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@ -16,7 +16,7 @@ from Difficult_Rocket.api.types import Options, Version
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from lib_not_dr import loggers
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DR_rust_version = Version("0.3.5") # DR_mod 的 Rust 编写部分的兼容版本
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DR_rust_version = Version("0.3.6") # DR_mod 的 Rust 编写部分的兼容版本
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logger = loggers.config.get_logger_from_old("client.dr_game", "client")
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@ -133,10 +133,10 @@ class SR1ShipRender(BaseScreen):
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self.ship_name: Optional[str] = None
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# List/Dict data
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self.parts_sprite: Dict[int, List[Sprite]] = {}
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self.part_sprites: Dict[int, List[Sprite]] = {}
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self.part_box_dict: Dict[int, Rectangle] = {}
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self.part_line_box: Dict[int, List[Line]] = {}
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self.part_line_list: List[Line] = []
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self.part_outlines: Dict[int, List[Line]] = {}
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self.connection_lines: List[Line] = []
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if DR_mod_runtime.use_DR_rust:
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self.rust_parts = None
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@ -283,39 +283,69 @@ class SR1ShipRender(BaseScreen):
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self.status.draw_done = False
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# rust 渲染
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if DR_mod_runtime.use_DR_rust:
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# 2 先渲染
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# 6 后渲染
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# 保证部件不会遮盖住连接线
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part_group = Group(2, parent=self.part_group)
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line_group = Group(6, parent=self.part_group)
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# 渲染连接的部件
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part_group = Group(6, parent=self.part_group)
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line_group = Group(5, parent=self.part_group)
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for part_type, part_data in self.rust_ship.as_list():
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# 渲染部件
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part_sprite, part_line_box = self.part_render_init(
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part_data, part_type, part_group, line_group, self.main_batch
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)
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self.part_sprites[part_data.id] = part_sprite
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self.part_outlines[part_data.id] = part_line_box
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# TODO: 连接线渲染
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count += 2
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if count >= draw_batch:
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yield count
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count = 0
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# 渲染未连接的部件
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connect_line_group = Group(7, parent=self.part_group)
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for connect in self.rust_ship.connections().get_raw_data():
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# 连接线
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# parent_part_data = cache[connect[2]][0][1]
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# child_part_data = cache[connect[3]][0][1]
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# color = (
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# random.randrange(100, 255),
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# random.randrange(0, 255),
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# random.randrange(0, 255),
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# 255,
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# )
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# self.part_line_list.append(
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# Line(
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# x=parent_part_data.x * 60,
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# y=parent_part_data.y * 60,
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# x2=child_part_data.x * 60,
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# y2=child_part_data.y * 60,
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# batch=self.main_batch,
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# group=connect_line_group,
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# width=1,
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# color=color,
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# )
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# )
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count += 1
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if count >= draw_batch * 3:
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count = 0
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for part_group, part_connections in self.rust_ship.disconnected_parts():
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for part_type, part_data in part_group[0]:
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# 未连接的需要同时把连接线也给渲染了
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# TODO: 连接线渲染
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part_sprite, part_line_box = self.part_render_init(
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part_data, part_type, part_group, line_group, self.main_batch
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)
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# 未连接的部件透明度降低
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part_sprite.opacity = 100
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self.part_sprites[part_data.id] = part_sprite
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self.part_outlines[part_data.id] = part_line_box
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count += 2
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if count >= draw_batch:
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yield count
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count = 0
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# for connect in self.rust_ship.connections().get_raw_data():
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# # 连接线
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# # parent_part_data = cache[connect[2]][0][1]
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# # child_part_data = cache[connect[3]][0][1]
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# # color = (
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# # random.randrange(100, 255),
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# # random.randrange(0, 255),
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# # random.randrange(0, 255),
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# # 255,
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# # )
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# # self.part_line_list.append(
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# # Line(
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# # x=parent_part_data.x * 60,
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# # y=parent_part_data.y * 60,
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# # x2=child_part_data.x * 60,
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# # y2=child_part_data.y * 60,
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# # batch=self.main_batch,
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# # group=connect_line_group,
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# # width=1,
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# # color=color,
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# # )
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# # )
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# count += 1
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# if count >= draw_batch * 3:
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# count = 0
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# yield count
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self.status.draw_done = True
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raise GeneratorExit
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@ -327,9 +357,9 @@ class SR1ShipRender(BaseScreen):
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self.status.draw_done = False
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logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name), tag="ship")
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start_time = time.perf_counter_ns()
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self.parts_sprite: Dict[int, Sprite] = {}
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self.part_line_box = {}
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self.part_line_list = []
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self.part_sprites: Dict[int, Sprite] = {}
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self.part_outlines: Dict[int, List[Line]] = {}
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self.connection_lines: List[Line] = []
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self.group_camera.reset()
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# 调用生成器 减少卡顿
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try:
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@ -467,7 +497,7 @@ class SR1ShipRender(BaseScreen):
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self.logger.info(f"sr1 mouse {self.status.draw_mouse_d_pos}")
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elif command.find("ship"):
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if self.status.draw_done:
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for index, sprite in self.parts_sprite.items():
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for index, sprite in self.part_sprites.items():
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sprite.visible = not sprite.visible
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elif command.find("get_buf"):
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@ -510,7 +540,7 @@ class SR1ShipRender(BaseScreen):
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return
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img = Image.new("RGBA", img_size)
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part_data = self.rust_ship.as_dict()
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for part, sprites in self.parts_sprite.items():
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for part, sprites in self.part_sprites.items():
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for index, sprite in enumerate(sprites):
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sprite_img = sprite.image
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print(
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