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Game state manager and restored inventory
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27 changed files with 1283 additions and 1175 deletions
90
Scripts/Utils/GameStateManager.cs
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90
Scripts/Utils/GameStateManager.cs
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using Godot;
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namespace Cirno.Scripts.Utils;
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public partial class GameStateManager : Node
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{
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public static GameStateManager Instance { get; private set; }
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public GameState GameState { get; private set; }
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[Signal] public delegate void GameStateChangeEventHandler(GameState state);
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public void Init(GameState initialState)
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{
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Instance = this;
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GameState = initialState;
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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 static void SetState(GameState state)
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{
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GameStateManager.Instance.ChangeState(state);
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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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}
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public override void _Process(double delta)
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{
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if (GameState is GameState.Paused && GlobalInputManager.IsPauseJustPressed())
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{
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Unpause();
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return;
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}
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}
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}
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