Game state manager and restored inventory

This commit is contained in:
Marco 2025-06-25 15:36:50 +02:00
commit a0ec2f3d74
27 changed files with 1283 additions and 1175 deletions

View file

@ -3,6 +3,7 @@ using Cirno.Scripts.Components.FSM._3DPlayer;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Misc;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
@ -19,16 +20,10 @@ public partial class GameController : Node
[Export] private Marker3D _cameraTarget;
public Vector3? PlayerPosition => _player?.GlobalPosition ?? null;
public Vector3? PlayerVelocity => _player?.Velocity ?? null;
public GameState GameState { get; private set; }
[Signal]
public delegate void GameStateChangeEventHandler(GameState state);
[Signal]
public delegate void ManagerReadyEventHandler();
[Export] public StringName PauseActionName { get; private set; } = "pause";
[Export] public MapResource MapResource { get; private set; }
[Export] public PackedScene PlayerTemplate { get; set; }
@ -43,6 +38,8 @@ public partial class GameController : Node
private Vector3 _lastCheckPointPosition;
private GameState GameState => GameStateManager.Instance.GameState;
public Vector3 LastCheckPointPosition
{
get => _lastCheckPointPosition;
@ -52,6 +49,12 @@ public partial class GameController : Node
public override void _Ready()
{
Instance = this;
var gsm = new GameStateManager();
gsm.ProcessMode = ProcessModeEnum.Always;
this.AddChild(gsm);
gsm.Init(GameState.Playing);
RenderingServer.SetDefaultClearColor(Colors.Black);
if (GlobalState.Instance.SessionSettings.GameMode is GameMode.Roguelite)
{
@ -90,7 +93,7 @@ public partial class GameController : Node
if (_hud != null)
{
this.GameStateChange += _hud.OnGameStateChanged;
GameStateManager.Instance.GameStateChange += _hud.OnGameStateChanged;
}
if (_inventoryManager != null && _hud != null)
@ -100,7 +103,7 @@ public partial class GameController : Node
//PlayerRespawned += OnPlayerRespawned;
GameState = GameState.Playing;
//GameStateManager.Instance.GameState = GameState.Playing;
CallDeferred(MethodName.DelayPlayerSpawn);
@ -112,86 +115,6 @@ public partial class GameController : Node
{
EmitSignalManagerReady();
}
public override void _Process(double delta)
{
if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
{
Unpause();
}
}
public void Pause()
{
if (GameState == GameState.Playing)
{
ChangeState(GameState.Paused);
}
}
public void Unpause()
{
if (GameState == GameState.Paused)
{
CallDeferred(MethodName.ChangeState, (int)GameState.Playing);
//ChangeState(GameState.Playing);
}
}
public GameState ToggleControlMode()
{
if (GameState is GameState.Playing)
{
ChangeState(GameState.Controlling);
}
else if (GameState is GameState.Controlling)
{
ChangeState(GameState.Playing);
}
return GameState;
}
public void ChangeState(GameState state)
{
if (state == GameState) return;
GameState = state;
EmitSignal(SignalName.GameStateChange, (int)state);
GD.Print($"Game state changed to {state}");
switch (state)
{
case GameState.Paused:
case GameState.Dialogue:
case GameState.Shop:
case GameState.Inventory:
GlobalState.Instance.ChangeCursor(true);
GetTree().SetPause(true);
//Input.MouseMode = Input.MouseModeEnum.Visible;
break;
case GameState.Playing:
case GameState.Controlling:
//Input.MouseMode = Input.MouseModeEnum.Confined;
GlobalState.Instance.ChangeCursor(false);
DelayedUnpause();
//CallDeferred(MethodName.DelayedUnpause);
//GetTree().SetPause(false);
break;
case GameState.Menu:
GlobalState.Instance.ChangeCursor(true);
//Input.MouseMode = Input.MouseModeEnum.Visible;
DelayedUnpause();
//CallDeferred(MethodName.DelayedUnpause);
//GetTree().SetPause(false);
break;
}
}
private void DelayedUnpause()
{
GetTree().SetPause(false);
}
private void DelayPlayerSpawn()
{