2025-06-18 15:16:43 +02:00
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using System.Linq;
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using Cirno.Scripts.Components.FSM._3DPlayer;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Misc;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts;
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public partial class GameController : Node
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{
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public static GameController Instance { get; private set; }
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private Hud _hud;
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private IsoPlayerFSMProxy _player;
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public IsoPlayerStateMachine Player => _player.PlayerFSM;
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[Export] private Marker3D _cameraTarget;
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public Vector3? PlayerPosition => _player?.GlobalPosition ?? null;
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public Vector3? PlayerVelocity => _player?.Velocity ?? null;
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[Signal]
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public delegate void ManagerReadyEventHandler();
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[Export] public MapResource MapResource { get; private set; }
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[Export] public PackedScene PlayerTemplate { get; set; }
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[Export] public Dictionary<int, NodePath> SpawnMarkers { get; private set; } = new();
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[Export]
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public int EggStartIndex = 0;
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[Export] public Node3D PlayerParentNode { get; set; }
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private InventoryManager _inventoryManager { get; set; }
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private Vector3 _lastCheckPointPosition;
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private GameState GameState => GameStateManager.Instance.GameState;
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public Vector3 LastCheckPointPosition
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{
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get => _lastCheckPointPosition;
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set => _lastCheckPointPosition = value;
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}
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public override void _Ready()
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{
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Instance = this;
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var gsm = new GameStateManager();
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gsm.ProcessMode = ProcessModeEnum.Always;
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this.AddChild(gsm);
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gsm.Init(GameState.Playing);
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RenderingServer.SetDefaultClearColor(Colors.Black);
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if (GlobalState.Instance.SessionSettings.GameMode is GameMode.Roguelite)
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{
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if (GlobalState.Instance.SessionSettings.LevelNumber < 0)
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{
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// TODO: Change based on which level we're going to
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GlobalState.Instance.SessionSettings.LevelNumber = 0;
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}
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}
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else
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{
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//GlobalState.Session.LevelNumber = MapResource.LevelId;
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}
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GlobalState.Instance.ChangeCursor(false);
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if (GlobalState.Instance.SessionSettings.AllowSaving)
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{
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GlobalState.Instance.SaveGame();
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}
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//_audioManager = new AudioManager();
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// this.AddChild(_audioManager);
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_hud = GetNodeOrNull<Hud>("HUD");
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if (_hud == null) GD.Print("No HUD in scene.");
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//_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
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//if (_cameraTarget == null) GD.Print("No camera target in scene.");
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_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
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if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
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//SpawnBulletsContainer();
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if (_hud != null)
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{
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GameStateManager.Instance.GameStateChange += _hud.OnGameStateChanged;
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}
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if (_inventoryManager != null && _hud != null)
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{
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_inventoryManager.WeaponUpdate += key => _hud.EquipWeapon(key);
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}
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//PlayerRespawned += OnPlayerRespawned;
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//GameStateManager.Instance.GameState = GameState.Playing;
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CallDeferred(MethodName.DelayPlayerSpawn);
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CallDeferred(MethodName.OnFinished);
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}
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private void OnFinished()
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{
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EmitSignalManagerReady();
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}
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private void DelayPlayerSpawn()
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{
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if (SpawnMarkers.Any())
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{
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SpawnPlayer();
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}
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else
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{
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GD.Print("No player spawn marker in scene.");
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return;
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}
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if (_player != null && _hud != null)
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{
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// _player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
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//
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// _player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
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//
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// _player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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//
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// _player.Death += () =>
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// {
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// // Show Game Over
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// _hud.ShowGameOver();
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// };
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}
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else
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{
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GD.Print("No player and hud in scene");
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return;
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}
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// Wait before the player is fully initialized before spawning weapons on it
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CallDeferred(MethodName.SpawnWeapons);
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}
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private void SpawnWeapons()
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{
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foreach (var startingItem in MapResource.StartData.StartingEquipment)
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{
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_inventoryManager.AddItem(startingItem);
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}
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foreach (var item in MapResource.StartData.RemoveEquipment)
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{
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_inventoryManager.RemoveItem(item);
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}
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}
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public void SpawnPlayer()
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{
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if (_player != null) return;
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//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
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_player = PlayerTemplate.Instantiate<IsoPlayerFSMProxy>();
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if (PlayerParentNode is not null)
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{
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PlayerParentNode.AddChild(_player);
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_player.Owner = PlayerParentNode;
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_player.Transform = PlayerParentNode.GlobalTransform;
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}
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else
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{
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this.AddChild(_player);
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_player.Owner = this;
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}
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_player.GlobalPosition = GetStartPosition();
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LastCheckPointPosition = _player.GlobalPosition;
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//_player.GlobalPosition = PlayerSpawnMarker.Position;
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CameraTargetPlayer();
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//
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// if (_cameraTarget != null)
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// {
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// _cameraTarget.Reparent(_player, true);
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// _cameraTarget.GlobalPosition = _player.Position;
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// }
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}
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public void CameraTargetPlayer()
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{
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if (_player is null) return;
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CameraTargetObject(_player);
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}
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public void CameraTargetObject(Node3D target, Vector3? offset = null)
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{
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if (_cameraTarget is null) return;
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_cameraTarget.Reparent(target, true);
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_cameraTarget.GlobalPosition = target.GlobalPosition;
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if (offset.HasValue)
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{
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_cameraTarget.Position += offset.Value;
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}
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}
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private Vector3 GetStartPosition()
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{
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if (MapResource != null)
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{
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if (SpawnMarkers.TryGetValue(EggStartIndex, out var spawnMarker))
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{
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var marker = GetNode<Node3D>(spawnMarker);
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return marker.Position; // Why position and not globalposition? I have no idea
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}
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}
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var m = GetNode<Node3D>(SpawnMarkers.First().Value);
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return m.GlobalPosition;
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}
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}
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