cirnogodot/Scripts/GameManager.cs

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using Godot;
using System;
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using System.Linq;
using System.Threading.Tasks;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
using Godot.Collections;
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public partial class GameManager : Node2D
{
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private Hud _hud;
private PlayerMovement _player;
public GameState GameState { get; private set; }
public PlayerMovement Player => _player;
private Node2D _cameraTarget;
public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
[Export] public PackedScene PlayerTemplate { get; set; }
[Export] public Marker2D PlayerSpawnMarker { get; set; }
[Export] public PackedScene WeaponTemplate { get; private set; }
[Export] public Array<LootItem> StartingEquipment { get; private set; }
private InventoryManager _inventoryManager { get; set; }
//private AlarmManager _alarmManager { get; set; }
//public InventoryManager Inventory => _inventoryManager;
//public AlarmManager AlarmManager => _alarmManager;
private Node2D _bulletsContainer;
public Node2D BulletsContainer => _bulletsContainer;
[Signal]
public delegate void GameStateChangeEventHandler(GameState state);
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_hud = GetNodeOrNull<Hud>("HUD");
if (_hud == null) GD.Print("No HUD in scene.");
_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
if (_cameraTarget == null) GD.Print("No camera target in scene.");
_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
//_alarmManager = GetNode<AlarmManager>("AlarmManager");
SpawnBulletsContainer();
if (_inventoryManager != null && _hud != null)
{
_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
}
GameState = GameState.Playing;
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//_ = DelayPlayerSpawn();
CallDeferred(nameof(DelayPlayerSpawn));
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}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("pause"))
{
TogglePause();
}
}
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private void DelayPlayerSpawn()
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{
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//await Task.Delay(500);
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if (PlayerSpawnMarker != null)
{
SpawnPlayer();
}
else
{
GD.Print("No player spawn marker in scene.");
return;
}
if (_player != null && _hud != null)
{
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}
else
{
GD.Print("No player and hud in scene");
return;
}
if (_inventoryManager is not null)
{
_inventoryManager.ItemAdded += (LootItem item, int amount) =>
{
if (item.Item == ItemTypes.Weapon)
{
SpawnPlayerWeapon(item);
}
};
}
SpawnWeapons();
}
public void SpawnPlayer()
{
if (_player != null) return;
//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
_player = PlayerTemplate.Instantiate<PlayerMovement>();
this.CallDeferred("add_child", _player);
_player.Transform = this.GlobalTransform;
_player.GlobalPosition = PlayerSpawnMarker.Position;
CameraTargetPlayer();
//
// if (_cameraTarget != null)
// {
// _cameraTarget.Reparent(_player, true);
// _cameraTarget.GlobalPosition = _player.Position;
// }
}
public void CameraTargetPlayer()
{
if (_player is null) return;
CameraTargetObject(_player);
}
public void CameraTargetObject(Node2D target)
{
if (_cameraTarget is null) return;
_cameraTarget.Reparent(target, true);
_cameraTarget.GlobalPosition = target.GlobalPosition;
}
private void SpawnWeapons()
{
if (!StartingEquipment.Any())
{
GD.Print("No items to spawn on Player");
return;
}
foreach (var startingItem in StartingEquipment)
{
// Now automatically taken care of by the event
// switch (startingItem.Item)
// {
// case ItemTypes.Weapon:
// SpawnPlayerWeapon(startingItem);
//
// //_player.EquippedWeapon ??= weapon;
// break;
// }
_inventoryManager.AddItem(startingItem);
}
}
private void SpawnPlayerWeapon(LootItem startingItem)
{
if (WeaponTemplate == null)
{
GD.Print("Could not spawn weapon because template is null");
return;
}
var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
weapon.WeaponData = startingItem.WeaponData;
_player.AddWeapon(weapon);
if (_player.EquippedWeapon == null)
{
_player.EquipWeapon(weapon);
}
}
private void SpawnBulletsContainer()
{
_bulletsContainer = new Node2D();
_bulletsContainer.Name = "BulletsContainer";
AddChild(_bulletsContainer);
}
public void TogglePause()
{
if (GameState == GameState.Paused)
{
Unpause();
}
else if (GameState == GameState.Playing)
{
Pause();
}
}
public void Pause()
{
if (GameState == GameState.Playing)
{
ChangeState(GameState.Paused);
}
}
public void Unpause()
{
if (GameState == GameState.Paused)
{
ChangeState(GameState.Playing);
}
}
public void ChangeState(GameState state)
{
if (state == GameState) return;
GameState = state;
EmitSignal(nameof(GameStateChange), (int)GameState);
GD.Print($"Game state changed to {state}");
}
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}
public enum GameState
{
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Menu,
Paused,
Playing,
Dialogue
}