Made gamemanager resilient to not having components

This commit is contained in:
Marco 2025-02-05 13:38:36 +01:00
commit 9c8ec486fc
2 changed files with 34 additions and 20 deletions

View file

@ -30,10 +30,14 @@ public partial class GameManager : Node2D
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_hud = GetNode<Hud>("HUD");
_cameraTarget = GetNode<Node2D>("CameraTarget");
_inventoryManager = GetNode<InventoryManager>("InventoryManager");
_hud = GetNodeOrNull<Hud>("HUD");
if (_hud == null) GD.Print("No HUD in scene.");
_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
if (_cameraTarget == null) GD.Print("No camera target in scene.");
_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
//_alarmManager = GetNode<AlarmManager>("AlarmManager");
@ -44,15 +48,18 @@ public partial class GameManager : Node2D
SpawnPlayer();
}
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
_inventoryManager.ItemAdded += (item) => _hud.AddInventoryItem(item);
_inventoryManager.ItemRemoved += (item) => _hud.RemoveInventoryItem(item);
//_player.Connect(nameof(_player.HealthChanged), _hud, nameof(_hud.UpdateHealth));
if (_inventoryManager != null && _hud != null)
{
_inventoryManager.ItemAdded += (item) => _hud.AddInventoryItem(item);
_inventoryManager.ItemRemoved += (item) => _hud.RemoveInventoryItem(item);
}
if (_player != null && _hud != null)
{
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
@ -62,16 +69,17 @@ public partial class GameManager : Node2D
public void SpawnPlayer()
{
if (_player == null)
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;
if (_cameraTarget != null)
{
//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
_player = PlayerTemplate.Instantiate<PlayerMovement>();
this.CallDeferred("add_child", _player);
_player.Transform = this.GlobalTransform;
_player.GlobalPosition = PlayerSpawnMarker.Position;
_cameraTarget.Reparent(_player, true);
_cameraTarget.GlobalPosition = _player.Position;
}