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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Ammo UI system
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parent
70c514f1a9
commit
5eb7b578bc
22 changed files with 238 additions and 87 deletions
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@ -1,6 +1,10 @@
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using Godot;
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
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using Godot.Collections;
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public partial class GameManager : Node2D
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{
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@ -22,6 +26,10 @@ public partial class GameManager : Node2D
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[Export]
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public Marker2D PlayerSpawnMarker { get; set; }
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[Export] public PackedScene WeaponTemplate { get; private set; }
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[Export] public Array<LootItem> StartingEquipment { get; private set; }
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private InventoryManager _inventoryManager { get; set; }
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//private AlarmManager _alarmManager { get; set; }
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@ -52,25 +60,15 @@ public partial class GameManager : Node2D
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SpawnBulletsContainer();
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if (PlayerSpawnMarker != null)
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{
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SpawnPlayer();
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}
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if (_inventoryManager != null && _hud != null)
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{
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_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
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_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
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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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_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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}
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GameState = GameState.Playing;
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_ = 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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@ -82,6 +80,25 @@ public partial class GameManager : Node2D
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}
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}
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private async Task DelayPlayerSpawn()
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{
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await Task.Delay(500);
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if (PlayerSpawnMarker != null)
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{
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SpawnPlayer();
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SpawnWeapons();
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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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_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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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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@ -99,6 +116,35 @@ public partial class GameManager : Node2D
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_cameraTarget.GlobalPosition = _player.Position;
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}
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}
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private void SpawnWeapons()
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{
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if (!StartingEquipment.Any())
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{
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GD.Print("No items to spawn on Player");
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return;
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}
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foreach (var startingItem in StartingEquipment)
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{
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switch (startingItem.Item)
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{
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case ItemTypes.Weapon:
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if (WeaponTemplate == null)
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{
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GD.Print("Could not spawn weapon because template is null");
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break;
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}
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var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
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weapon.WeaponData = startingItem.WeaponData;
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_player.EquippedWeapon ??= weapon;
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break;
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}
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_inventoryManager.AddItem(startingItem);
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}
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}
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private void SpawnBulletsContainer()
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{
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@ -2,6 +2,7 @@ using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
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public partial class Hud : CanvasLayer
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@ -82,12 +83,33 @@ public partial class Hud : CanvasLayer
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{
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Item = item,
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Container = hbox,
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//Amount = currentAmount
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};
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if (item.UiType == UiItemType.IconText)
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{
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var label = new Label();
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label.Text = currentAmount.ToString();
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// if (item.Item == ItemTypes.Weapon && item.WeaponData != null)
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// {
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// // Show ammo instead of item count
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// var ammoItem = _items.GetValueOrDefault(item.WeaponData.AmmoKey);
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//
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// if (ammoItem != null)
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// {
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// label.Text = "0";
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// }
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// else
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// {
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// label.Text = ammoItem.
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// }
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//
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// }
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// else
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// {
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// label.Text = currentAmount.ToString();
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// }
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label.LabelSettings = new LabelSettings()
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{
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FontSize = 8
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@ -116,24 +138,26 @@ public partial class Hud : CanvasLayer
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// _itemsContainer.AddChild(texture);
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}
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public void RemoveInventoryItem(LootItem item, int currentAmount)
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public void RemoveInventoryItem(string itemKey, int currentAmount)
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{
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if (_items.TryGetValue(item.ItemKey, out var itm))
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if (_items.TryGetValue(itemKey, out var itm))
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{
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if (currentAmount <= 0)
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{
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itm.Container.QueueFree();
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_items.Remove(item.ItemKey);
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_items.Remove(itemKey);
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}
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else
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{
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itm.Label.Text = currentAmount.ToString();
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if (itm.Item.UiType == UiItemType.IconText)
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{
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itm.Label.Text = currentAmount.ToString();
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}
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}
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}
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else
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{
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GD.Print($"Tried to remove item {item.ItemName} {item.ItemKey} but it was not found");
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GD.Print($"Tried to remove item {itemKey} but it was not found");
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}
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// var containerItem = _items.FirstOrDefault(x => x.Item == item);
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@ -152,5 +176,7 @@ public partial class Hud : CanvasLayer
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public LootItem Item { get; set; }
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public HBoxContainer Container { get; set; }
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public Label Label { get; set; }
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//public int Amount { get; set; }
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}
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}
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@ -9,8 +9,6 @@ public partial class InventoryManager : Node2D
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{
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public bool RedKeycard { get; set; }
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private List<LootItem> _items = new List<LootItem>();
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private Dictionary<string, ItemContainer> _itemsDict = new Dictionary<string, ItemContainer>();
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public Dictionary<string, ItemContainer> Items => _itemsDict;
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@ -19,7 +17,7 @@ public partial class InventoryManager : Node2D
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public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
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[Signal]
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public delegate void ItemRemovedEventHandler(LootItem item, int currentAmount);
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public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
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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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@ -30,38 +28,34 @@ public partial class InventoryManager : Node2D
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public override void _Process(double delta)
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{
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}
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public bool HasItems(List<ItemTypes> items)
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public bool HasItems(List<string> itemKeys)
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{
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return items.Aggregate(false, (current, item) => current || HasItem(item));
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return itemKeys.Aggregate(false, (current, item) => current || GetItemCount(item) > 0);
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}
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public bool HasItem(ItemTypes type)
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public int GetItemCount(string itemKey)
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{
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return _items.Any(x => x.Item == type && x.Amount > 0);
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return _itemsDict.TryGetValue(itemKey, out var itm) ? itm.Count : 0;
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}
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public int RemoveItem(LootItem item, int amount)
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public int RemoveItem(string itemKey, int amount)
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{
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if (_itemsDict.ContainsKey(item.ItemKey))
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if (!_itemsDict.TryGetValue(itemKey, out var itm)) return 0;
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int removed = Math.Min(itm.Count, amount);
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itm.Count -= amount;
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if (itm.Count <= 0)
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{
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var itm = _itemsDict[item.ItemKey];
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int removed = 0;
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itm.Count -= amount;
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if (itm.Count <= 0)
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{
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_itemsDict.Remove(item.ItemKey);
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}
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EmitSignal(nameof(ItemRemoved), item, item.Amount);
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return itm.Count;
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_itemsDict.Remove(itemKey);
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}
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EmitSignal(nameof(ItemRemoved), itemKey, itm.Count);
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return removed;
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return 0;
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}
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public bool AddItem(LootItem item)
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}
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else
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{
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if (itm.Count < item.Amount)
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if (itm.Count < item.Max)
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{
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itm.Count += item.Amount;
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}
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return false;
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}
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}
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EmitSignal(nameof(ItemAdded), item, itm.Count, item.Amount);
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EmitSignal(nameof(ItemAdded), item, itm.Count);
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}
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return true;
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@ -7,8 +7,9 @@ public enum ItemTypes
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KeycardGreen,
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Ammo,
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Medkit,
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CrabBomb,
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FrogBomb,
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Bomb,
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Mine,
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Battery
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Battery,
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Weapon
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}
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@ -1,7 +1,10 @@
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using Godot;
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using System;
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using System.Diagnostics;
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using System.Linq;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
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using Godot.Collections;
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public partial class PlayerMovement : CharacterBody2D, IDestructible
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{
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@ -41,13 +44,15 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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[Export] public float MaxHealth = 32f;
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[Export] public Weapon EquippedWeapon;
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public Weapon EquippedWeapon { get; set; }
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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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private GameManager _gameManager;
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private InventoryManager _inventoryManager;
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[Export] public Sprite2D HitboxSprite { get; set; }
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@ -94,6 +99,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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_gameManager = this.GetGameManager(); //GetNode<GameManager>("/root/GameScene");
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_inventoryManager = this.GetInventoryManager();
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_gameManager.GameStateChange += GameManagerOnGameStateChange;
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if (SelectorScene != null)
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@ -102,7 +109,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
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_selector.Visible = false;
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}
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}
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private void GameManagerOnGameStateChange(GameState state)
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{
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switch (state)
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@ -8,6 +8,7 @@ public partial class LootItem : Resource
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[Export] public string ItemName { get; set; }
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[Export] public string ItemKey { get; set; }
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[Export] public ItemTypes Item;
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[Export] public WeaponResource WeaponData { get; set; }
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[Export] public int Amount;
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[Export] public int Max;
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[Export] public bool PickupIfMaxed;
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@ -30,6 +30,7 @@ public partial class WeaponResource : Resource
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#region Bullet spawn data
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[Export] public string AmmoKey;
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[Export] public float BulletSpeed = 100f;
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[Export] public float BulletDamage = 1;
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[Export] private float _rotationOffset = 0f;
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@ -30,6 +30,8 @@ public partial class Weapon : Node2D
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private Node2D _bulletsContainer;
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private GameManager _gameManager;
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private InventoryManager _inventoryManager;
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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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@ -37,21 +39,31 @@ public partial class Weapon : Node2D
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_muzzle = GetNode<Marker2D>("./Muzzle");
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_cooldownTimer = GetNode<Timer>("./ShootTimer");
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_gameManager = GetNode<GameManager>("/root/GameScene");
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_gameManager = this.GetGameManager();
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_inventoryManager = this.GetInventoryManager();
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}
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public void Reload()
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{
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_cooldownTimer.Start(WeaponData.ReloadTime);
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if (WeaponData.InfiniteAmmo)
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if (WeaponData.InfiniteAmmo || string.IsNullOrWhiteSpace(WeaponData.AmmoKey))
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{
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LoadedAmmo = WeaponData.BulletCapacity;
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}
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else
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{
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// TODO: Calculate subtraction, etc
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LoadedAmmo = WeaponData.BulletCapacity;
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// if (_inventoryManager.GetItemCount(WeaponData.AmmoKey) <= 0) return;
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var ammoToLoad = _inventoryManager.RemoveItem(WeaponData.AmmoKey, WeaponData.BulletCapacity);
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if (ammoToLoad > 0)
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{
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LoadedAmmo = ammoToLoad;
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}
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else
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{
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GD.Print("Out of ammo");
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}
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}
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}
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