using Godot; using System; using System.Linq; using System.Threading.Tasks; using Cirno.Scripts; using Cirno.Scripts.Components.FSM; using Cirno.Scripts.Resources; using Godot.Collections; using Cirno.Scripts.Utils; public partial class GameManager : Node2D { public static GameManager Instance { get; private set; } private Hud _hud; private PlayerFSMProxy _player; public GameState GameState { get; private set; } public PlayerStateMachine Player => _player.PlayerFSM; private Node2D _cameraTarget; public Vector2? PlayerPosition => _player?.GlobalPosition ?? null; [Export] public PackedScene PlayerTemplate { get; set; } [Export] public Dictionary SpawnMarkers { get; private set; } = new(); //[Export] public Marker2D PlayerSpawnMarker { get; set; } [Export] public Array StartingEquipment { get; private set; } = new(); private InventoryManager _inventoryManager { get; set; } [Export] public MapStartDataResource MapStartData { get; private set; } //private AlarmManager _alarmManager { get; set; } //public InventoryManager Inventory => _inventoryManager; //public AlarmManager AlarmManager => _alarmManager; [Export] public string PauseActionName { get; private set; } = "pause"; private Node2D _bulletsContainer; public Node2D BulletsContainer => _bulletsContainer; [Signal] public delegate void GameStateChangeEventHandler(GameState state); [Signal] public delegate void PlayerRespawnedEventHandler(); public Vector2 LastCheckpointPosition { get; set; } [Export] public Node2D PlayerParentNode { get; set; } // Called when the node enters the scene tree for the first time. public override void _Ready() { Instance = this; _hud = GetNodeOrNull("HUD"); if (_hud == null) GD.Print("No HUD in scene."); _cameraTarget = GetNodeOrNull("CameraTarget"); if (_cameraTarget == null) GD.Print("No camera target in scene."); _inventoryManager = GetNodeOrNull("InventoryManager"); if (_inventoryManager == null) GD.Print("No inventory manager in scene."); //_alarmManager = GetNode("AlarmManager"); SpawnBulletsContainer(); if (_hud != null) { this.GameStateChange += _hud.OnGameStateChanged; } if (_inventoryManager != null && _hud != null) { //_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount); //_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount); _inventoryManager.WeaponEquip += key => _hud.EquipWeapon(key); } PlayerRespawned += OnPlayerRespawned; GameState = GameState.Playing; //_ = DelayPlayerSpawn(); CallDeferred(MethodName.DelayPlayerSpawn); } private void OnPlayerRespawned() { this.ClearBullets(); } public void ApplyMapStartData(MapStartDataResource mapStartData) { MapStartData = mapStartData; StartingEquipment.AddRange(mapStartData.StartingEquipment); } public void ApplySessionState(SessionSettings settings) { } public override void _Process(double delta) { if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName)) { Unpause(); } } private void DelayPlayerSpawn() { if (SpawnMarkers.Any()) { SpawnPlayer(); } else { GD.Print("No player spawn marker in scene."); return; } if (_player != null && _hud != null) { // _player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth); // // _player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield); // // _player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable); // // _player.Death += () => // { // // Show Game Over // _hud.ShowGameOver(); // }; } else { GD.Print("No player and hud in scene"); return; } // Wait before the player is fully initialized before spawning weapons on it CallDeferred(MethodName.SpawnWeapons); } public void SpawnPlayer() { if (_player != null) return; //_player = this.CreateChild(PlayerTemplate, PlayerSpawnMarker.Position ); _player = PlayerTemplate.Instantiate(); //this.CallDeferred("add_child", _player); if (PlayerParentNode is not null) { PlayerParentNode.AddChild(_player); _player.Owner = PlayerParentNode; } else { this.AddChild(_player); _player.Owner = this; } _player.Transform = this.GlobalTransform; _player.GlobalPosition = GetStartPosition(); LastCheckpointPosition = _player.GlobalPosition; //_player.GlobalPosition = PlayerSpawnMarker.Position; CameraTargetPlayer(); // // if (_cameraTarget != null) // { // _cameraTarget.Reparent(_player, true); // _cameraTarget.GlobalPosition = _player.Position; // } } private Vector2 GetStartPosition() { if (MapStartData != null) { if (SpawnMarkers.TryGetValue(MapStartData.EggIndex, out var spawnMarker)) { var marker = GetNode(spawnMarker); return marker.Position; // Why position and not globalposition? I have no idea } } var m = GetNode(SpawnMarkers.First().Value); return m.GlobalPosition; } public void CameraTargetPlayer() { if (_player is null) return; CameraTargetObject(_player); } public void CameraTargetObject(Node2D target, Vector2? offset = null) { if (_cameraTarget is null) return; _cameraTarget.Reparent(target, true); _cameraTarget.GlobalPosition = target.GlobalPosition; if (offset.HasValue) { _cameraTarget.Position += offset.Value; } } private void SpawnWeapons() { if (!StartingEquipment.Any()) { GD.Print("No items to spawn on Player"); return; } foreach (var startingItem in StartingEquipment) { // Now automatically taken care of by the event // switch (startingItem.Item) // { // case ItemTypes.Weapon: // SpawnPlayerWeapon(startingItem); // // //_player.EquippedWeapon ??= weapon; // break; // } _inventoryManager.AddItem(startingItem); } } private void SpawnBulletsContainer() { _bulletsContainer = new Node2D(); _bulletsContainer.Name = "BulletsContainer"; _bulletsContainer.ProcessMode = ProcessModeEnum.Pausable; AddChild(_bulletsContainer); } // public void TogglePause() // { // if (GameState == GameState.Paused) // { // Unpause(); // } // else if (GameState == GameState.Playing) // { // Pause(); // } // } 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.Inventory: GetTree().SetPause(true); break; case GameState.Playing: case GameState.Controlling: case GameState.Menu: GetTree().SetPause(false); break; } } public void ClearBullets() { if (_bulletsContainer is null) return; foreach (var node in _bulletsContainer.GetChildren()) { node.QueueFree(); } } } public enum GameState { Menu, Paused, Playing, Dialogue, Controlling, Inventory }