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

@ -19,8 +19,6 @@ public partial class GameManager : Node2D
private PlayerFSMProxy _player;
public GameState GameState { get; private set; }
public PlayerStateMachine Player => _player.PlayerFSM;
private Node2D _cameraTarget;
@ -52,9 +50,6 @@ public partial class GameManager : Node2D
private Node2D _bulletsContainer;
public Node2D BulletsContainer => _bulletsContainer;
[Signal]
public delegate void GameStateChangeEventHandler(GameState state);
[Signal]
public delegate void PlayerRespawnedEventHandler();
@ -76,6 +71,12 @@ public partial class GameManager : Node2D
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)
{
@ -116,7 +117,7 @@ public partial class GameManager : Node2D
if (_hud != null)
{
this.GameStateChange += _hud.OnGameStateChanged;
GameStateManager.Instance.GameStateChange += _hud.OnGameStateChanged;
}
if (_inventoryManager != null && _hud != null)
@ -128,8 +129,7 @@ public partial class GameManager : Node2D
}
PlayerRespawned += OnPlayerRespawned;
GameState = GameState.Playing;
//_ = DelayPlayerSpawn();
@ -166,14 +166,6 @@ public partial class GameManager : Node2D
//_inventoryManager.Load(settings.Items);
}
public override void _Process(double delta)
{
if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
{
Unpause();
}
}
private void DelayPlayerSpawn()
{
if (SpawnMarkers.Any())
@ -316,73 +308,6 @@ public partial class GameManager : Node2D
// }
// }
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);