mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-10 23:25:54 +00:00
Map start system
This commit is contained in:
parent
4abab60eac
commit
7acc344986
11 changed files with 323 additions and 41 deletions
|
|
@ -23,15 +23,18 @@ public partial class GameManager : Node2D
|
|||
|
||||
[Export] public PackedScene PlayerTemplate { get; set; }
|
||||
|
||||
[Export] public Marker2D PlayerSpawnMarker { get; set; }
|
||||
[Export] public Dictionary<int, NodePath> SpawnMarkers { get; private set; } = new();
|
||||
|
||||
//[Export] public Marker2D PlayerSpawnMarker { get; set; }
|
||||
|
||||
[Export] public PackedScene WeaponTemplate { get; private set; }
|
||||
|
||||
[Export] public Array<LootItem> StartingEquipment { get; private set; }
|
||||
[Export] public Array<LootItem> StartingEquipment { get; private set; } = new();
|
||||
|
||||
private InventoryManager _inventoryManager { get; set; }
|
||||
|
||||
public MapStartData MapStartData { get; set; }
|
||||
[Export]
|
||||
public MapStartDataResource MapStartData { get; private set; }
|
||||
|
||||
//private AlarmManager _alarmManager { get; set; }
|
||||
|
||||
|
|
@ -48,7 +51,7 @@ public partial class GameManager : Node2D
|
|||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
Instance = this;
|
||||
Instance = this;
|
||||
|
||||
_hud = GetNodeOrNull<Hud>("HUD");
|
||||
if (_hud == null) GD.Print("No HUD in scene.");
|
||||
|
|
@ -81,6 +84,15 @@ public partial class GameManager : Node2D
|
|||
CallDeferred(MethodName.DelayPlayerSpawn);
|
||||
}
|
||||
|
||||
public void ApplyMapStartData(MapStartDataResource mapStartData)
|
||||
{
|
||||
MapStartData = mapStartData;
|
||||
|
||||
StartingEquipment.AddRange(mapStartData.StartingEquipment);
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
|
|
@ -94,7 +106,7 @@ public partial class GameManager : Node2D
|
|||
{
|
||||
//await Task.Delay(500);
|
||||
|
||||
if (PlayerSpawnMarker != null)
|
||||
if (SpawnMarkers.Any())
|
||||
{
|
||||
SpawnPlayer();
|
||||
}
|
||||
|
|
@ -141,13 +153,16 @@ public partial class GameManager : Node2D
|
|||
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;
|
||||
|
||||
_player.GlobalPosition = GetStartPosition();
|
||||
|
||||
//_player.GlobalPosition = PlayerSpawnMarker.Position;
|
||||
|
||||
CameraTargetPlayer();
|
||||
//
|
||||
|
|
@ -158,6 +173,22 @@ public partial class GameManager : Node2D
|
|||
// }
|
||||
}
|
||||
|
||||
private Vector2 GetStartPosition()
|
||||
{
|
||||
if (MapStartData != null)
|
||||
{
|
||||
if (SpawnMarkers.TryGetValue(MapStartData.EggIndex, out var spawnMarker))
|
||||
{
|
||||
var marker = GetNode<Node2D>(spawnMarker);
|
||||
|
||||
return marker.Position; // Why position and not globalposition? I have no idea
|
||||
}
|
||||
}
|
||||
|
||||
var m = GetNode<Node2D>(SpawnMarkers.First().Value);
|
||||
return m.GlobalPosition;
|
||||
}
|
||||
|
||||
public void CameraTargetPlayer()
|
||||
{
|
||||
if (_player is null) return;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue