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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Made gamemanager resilient to not having components
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parent
d60878c94b
commit
9c8ec486fc
2 changed files with 34 additions and 20 deletions
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@ -30,10 +30,14 @@ 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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_hud = GetNode<Hud>("HUD");
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_cameraTarget = GetNode<Node2D>("CameraTarget");
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_inventoryManager = GetNode<InventoryManager>("InventoryManager");
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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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//_alarmManager = GetNode<AlarmManager>("AlarmManager");
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@ -44,15 +48,18 @@ public partial class GameManager : Node2D
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SpawnPlayer();
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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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_inventoryManager.ItemAdded += (item) => _hud.AddInventoryItem(item);
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_inventoryManager.ItemRemoved += (item) => _hud.RemoveInventoryItem(item);
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//_player.Connect(nameof(_player.HealthChanged), _hud, nameof(_hud.UpdateHealth));
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if (_inventoryManager != null && _hud != null)
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{
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_inventoryManager.ItemAdded += (item) => _hud.AddInventoryItem(item);
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_inventoryManager.ItemRemoved += (item) => _hud.RemoveInventoryItem(item);
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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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// Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -62,16 +69,17 @@ public partial class GameManager : Node2D
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public void SpawnPlayer()
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{
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if (_player == null)
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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<PlayerMovement>();
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this.CallDeferred("add_child", _player);
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_player.Transform = this.GlobalTransform;
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_player.GlobalPosition = PlayerSpawnMarker.Position;
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if (_cameraTarget != null)
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{
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//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
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_player = PlayerTemplate.Instantiate<PlayerMovement>();
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this.CallDeferred("add_child", _player);
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_player.Transform = this.GlobalTransform;
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_player.GlobalPosition = PlayerSpawnMarker.Position;
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_cameraTarget.Reparent(_player, true);
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_cameraTarget.GlobalPosition = _player.Position;
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}
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