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Global state singleton
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a7f4f4eb28
commit
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7 changed files with 73 additions and 5 deletions
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@ -8,6 +8,7 @@ using Godot.Collections;
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public partial class GameManager : Node2D
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{
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public static GameManager Instance { get; private set;}
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private Hud _hud;
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private PlayerMovement _player;
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@ -30,6 +31,8 @@ public partial class GameManager : Node2D
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private InventoryManager _inventoryManager { get; set; }
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public MapStartData MapStartData { get; set; }
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//private AlarmManager _alarmManager { get; set; }
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//public InventoryManager Inventory => _inventoryManager;
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@ -45,6 +48,8 @@ public partial class GameManager : Node2D
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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Instance = this;
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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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@ -73,7 +78,7 @@ public partial class GameManager : Node2D
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//_ = DelayPlayerSpawn();
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CallDeferred(nameof(DelayPlayerSpawn));
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CallDeferred(MethodName.DelayPlayerSpawn);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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57
Scripts/GlobalState.cs
Normal file
57
Scripts/GlobalState.cs
Normal file
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@ -0,0 +1,57 @@
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using Godot;
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public partial class GlobalState : Node
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{
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public static GlobalState Instance { get; private set; }
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public Node CurrentScene { get; set; }
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public override void _Ready()
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{
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Instance = this;
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Viewport root = GetTree().Root;
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// Using a negative index counts from the end, so this gets the last child node of `root`.
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CurrentScene = root.GetChild(-1);
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}
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public void GotoScene(string path)
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{
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// This function will usually be called from a signal callback,
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// or some other function from the current scene.
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// Deleting the current scene at this point is
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// a bad idea, because it may still be executing code.
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// This will result in a crash or unexpected behavior.
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// The solution is to defer the load to a later time, when
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// we can be sure that no code from the current scene is running:
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CallDeferred(MethodName.DeferredGotoScene, path);
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}
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public void DeferredGotoScene(string path)
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{
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// It is now safe to remove the current scene.
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CurrentScene.Free();
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// Load a new scene.
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var nextScene = GD.Load<PackedScene>(path);
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// Instance the new scene.
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CurrentScene = nextScene.Instantiate();
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// Add it to the active scene, as child of root.
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GetTree().Root.AddChild(CurrentScene);
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// Optionally, to make it compatible with the SceneTree.change_scene_to_file() API.
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GetTree().CurrentScene = CurrentScene;
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}
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}
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public class MapStartData
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{
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public int EggIndex = 0;
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}
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@ -168,7 +168,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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_rightStickInput = Vector2.Zero;
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_isStrafing = false;
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_gameManager = this.GetGameManager();
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_gameManager = GameManager.Instance;
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//_gameManager = this.GetGameManager();
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_inventoryManager = this.GetInventoryManager();
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_gameManager.GameStateChange += GameManagerOnGameStateChange;
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@ -37,7 +37,8 @@ public partial class DebugMenu : Control
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private void ButtonOnPressed(string scene)
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{
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GD.Print("Button was pressed, now what");
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GetTree().ChangeSceneToFile(scene);
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GlobalState.Instance.GotoScene(scene);
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//GetTree().ChangeSceneToFile(scene);
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}
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