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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Game state manager and restored inventory
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parent
f0f49f8fb4
commit
a0ec2f3d74
27 changed files with 1283 additions and 1175 deletions
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@ -19,8 +19,6 @@ public partial class GameManager : Node2D
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private PlayerFSMProxy _player;
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public GameState GameState { get; private set; }
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public PlayerStateMachine Player => _player.PlayerFSM;
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private Node2D _cameraTarget;
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@ -52,9 +50,6 @@ public partial class GameManager : Node2D
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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[Signal]
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public delegate void GameStateChangeEventHandler(GameState state);
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[Signal]
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public delegate void PlayerRespawnedEventHandler();
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@ -76,6 +71,12 @@ public partial class GameManager : Node2D
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public override void _Ready()
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{
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Instance = this;
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var gsm = new GameStateManager();
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gsm.ProcessMode = ProcessModeEnum.Always;
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this.AddChild(gsm);
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gsm.Init(GameState.Playing);
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RenderingServer.SetDefaultClearColor(Colors.Black);
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if (GlobalState.Instance.SessionSettings.GameMode is GameMode.Roguelite)
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{
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@ -116,7 +117,7 @@ public partial class GameManager : Node2D
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if (_hud != null)
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{
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this.GameStateChange += _hud.OnGameStateChanged;
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GameStateManager.Instance.GameStateChange += _hud.OnGameStateChanged;
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}
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if (_inventoryManager != null && _hud != null)
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@ -128,8 +129,7 @@ public partial class GameManager : Node2D
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}
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PlayerRespawned += OnPlayerRespawned;
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GameState = GameState.Playing;
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//_ = DelayPlayerSpawn();
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@ -166,14 +166,6 @@ public partial class GameManager : Node2D
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//_inventoryManager.Load(settings.Items);
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}
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public override void _Process(double delta)
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{
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if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
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{
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Unpause();
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}
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}
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private void DelayPlayerSpawn()
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{
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if (SpawnMarkers.Any())
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@ -316,73 +308,6 @@ public partial class GameManager : Node2D
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// }
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// }
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public void Pause()
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{
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if (GameState == GameState.Playing)
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{
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ChangeState(GameState.Paused);
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}
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}
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public void Unpause()
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{
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if (GameState == GameState.Paused)
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{
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CallDeferred(MethodName.ChangeState, (int)GameState.Playing);
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//ChangeState(GameState.Playing);
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}
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}
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public GameState ToggleControlMode()
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{
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if (GameState is GameState.Playing)
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{
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ChangeState(GameState.Controlling);
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}
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else if (GameState is GameState.Controlling)
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{
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ChangeState(GameState.Playing);
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}
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return GameState;
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}
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public void ChangeState(GameState state)
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{
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if (state == GameState) return;
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GameState = state;
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EmitSignal(SignalName.GameStateChange, (int)state);
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GD.Print($"Game state changed to {state}");
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switch (state)
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{
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case GameState.Paused:
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case GameState.Dialogue:
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case GameState.Shop:
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case GameState.Inventory:
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GlobalState.Instance.ChangeCursor(true);
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GetTree().SetPause(true);
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//Input.MouseMode = Input.MouseModeEnum.Visible;
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break;
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case GameState.Playing:
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case GameState.Controlling:
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//Input.MouseMode = Input.MouseModeEnum.Confined;
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GlobalState.Instance.ChangeCursor(false);
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DelayedUnpause();
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//CallDeferred(MethodName.DelayedUnpause);
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//GetTree().SetPause(false);
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break;
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case GameState.Menu:
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GlobalState.Instance.ChangeCursor(true);
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//Input.MouseMode = Input.MouseModeEnum.Visible;
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DelayedUnpause();
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//CallDeferred(MethodName.DelayedUnpause);
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//GetTree().SetPause(false);
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break;
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}
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}
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private void DelayedUnpause()
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{
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GetTree().SetPause(false);
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