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Interaction manager and hud
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commit
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20 changed files with 539 additions and 29 deletions
168
Scripts/GameController.cs
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168
Scripts/GameController.cs
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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 Godot;
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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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public GameState GameState { get; private set; }
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[Signal] public delegate void GameStateChangeEventHandler(GameState state);
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[Signal] public delegate void ManagerReadyEventHandler();
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[Export] public StringName PauseActionName { get; private set; } = "pause";
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public override void _Ready()
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{
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Instance = this;
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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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this.GameStateChange += _hud.OnGameStateChanged;
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}
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// if (_inventoryManager != null && _hud != null)
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// {
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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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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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public override void _Process(double delta)
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{
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if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
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{
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Unpause();
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}
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}
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public void Pause()
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{
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if (GameState == GameState.Playing)
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{
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ChangeState(GameState.Paused);
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}
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}
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public void Unpause()
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{
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if (GameState == GameState.Paused)
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{
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CallDeferred(MethodName.ChangeState, (int)GameState.Playing);
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//ChangeState(GameState.Playing);
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}
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}
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public GameState ToggleControlMode()
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{
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if (GameState is GameState.Playing)
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{
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ChangeState(GameState.Controlling);
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}
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else if (GameState is GameState.Controlling)
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{
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ChangeState(GameState.Playing);
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}
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return GameState;
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}
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public void ChangeState(GameState state)
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{
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if (state == GameState) return;
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GameState = state;
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EmitSignal(SignalName.GameStateChange, (int)state);
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GD.Print($"Game state changed to {state}");
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switch (state)
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{
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case GameState.Paused:
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case GameState.Dialogue:
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case GameState.Shop:
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case GameState.Inventory:
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GlobalState.Instance.ChangeCursor(true);
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GetTree().SetPause(true);
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//Input.MouseMode = Input.MouseModeEnum.Visible;
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break;
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case GameState.Playing:
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case GameState.Controlling:
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//Input.MouseMode = Input.MouseModeEnum.Confined;
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GlobalState.Instance.ChangeCursor(false);
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DelayedUnpause();
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//CallDeferred(MethodName.DelayedUnpause);
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//GetTree().SetPause(false);
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break;
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case GameState.Menu:
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GlobalState.Instance.ChangeCursor(true);
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//Input.MouseMode = Input.MouseModeEnum.Visible;
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DelayedUnpause();
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//CallDeferred(MethodName.DelayedUnpause);
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//GetTree().SetPause(false);
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break;
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}
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}
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private void DelayedUnpause()
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{
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GetTree().SetPause(false);
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}
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}
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