using System.Linq; 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; namespace Cirno.Scripts; public partial class GameController : Node { public static GameController Instance { get; private set; } private Hud _hud; private IsoPlayerFSMProxy _player; public IsoPlayerStateMachine Player => _player.PlayerFSM; [Export] private Marker3D _cameraTarget; public Vector3? PlayerPosition => _player?.GlobalPosition ?? null; public Vector3? PlayerVelocity => _player?.Velocity ?? null; [Export] public bool DebugDraw { get; set; } [Signal] public delegate void ManagerReadyEventHandler(); [Export] public MapResource MapResource { get; private set; } [Export] public PackedScene PlayerTemplate { get; set; } [Export] public Dictionary SpawnMarkers { get; private set; } = new(); [Export] public int EggStartIndex = 0; [Export] public Node3D PlayerParentNode { get; set; } private InventoryManager _inventoryManager { get; set; } private Vector3 _lastCheckPointPosition; private GameState GameState => GameStateManager.Instance.GameState; public Vector3 LastCheckPointPosition { get => _lastCheckPointPosition; set => _lastCheckPointPosition = value; } 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) { if (GlobalState.Instance.SessionSettings.LevelNumber < 0) { // TODO: Change based on which level we're going to GlobalState.Instance.SessionSettings.LevelNumber = 0; } } else { //GlobalState.Session.LevelNumber = MapResource.LevelId; } GlobalState.Instance.ChangeCursor(false); if (GlobalState.Instance.SessionSettings.AllowSaving) { GlobalState.Instance.SaveGame(); } //_audioManager = new AudioManager(); // this.AddChild(_audioManager); _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."); //SpawnBulletsContainer(); if (_hud != null) { GameStateManager.Instance.GameStateChange += _hud.OnGameStateChanged; } if (_inventoryManager != null && _hud != null) { _inventoryManager.WeaponUpdate += key => _hud.EquipWeapon(key); } //PlayerRespawned += OnPlayerRespawned; //GameStateManager.Instance.GameState = GameState.Playing; CallDeferred(MethodName.DelayPlayerSpawn); CallDeferred(MethodName.OnFinished); } private void OnFinished() { EmitSignalManagerReady(); } 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); } private void SpawnWeapons() { foreach (var startingItem in MapResource.StartData.StartingEquipment) { _inventoryManager.AddItem(startingItem); } foreach (var item in MapResource.StartData.RemoveEquipment) { _inventoryManager.RemoveItem(item); } } public void SpawnPlayer() { if (_player != null) return; //_player = this.CreateChild(PlayerTemplate, PlayerSpawnMarker.Position ); _player = PlayerTemplate.Instantiate(); if (PlayerParentNode is not null) { PlayerParentNode.AddChild(_player); _player.Owner = PlayerParentNode; _player.Transform = PlayerParentNode.GlobalTransform; } else { this.AddChild(_player); _player.Owner = this; } _player.GlobalPosition = GetStartPosition(); LastCheckPointPosition = _player.GlobalPosition; //_player.GlobalPosition = PlayerSpawnMarker.Position; CameraTargetPlayer(); // // if (_cameraTarget != null) // { // _cameraTarget.Reparent(_player, true); // _cameraTarget.GlobalPosition = _player.Position; // } } public void CameraTargetPlayer() { if (_player is null) return; CameraTargetObject(_player); } public void CameraTargetObject(Node3D target, Vector3? offset = null) { if (_cameraTarget is null) return; _cameraTarget.Reparent(target, true); _cameraTarget.GlobalPosition = target.GlobalPosition; if (offset.HasValue) { _cameraTarget.Position += offset.Value; } } private Vector3 GetStartPosition() { if (MapResource != null) { if (SpawnMarkers.TryGetValue(EggStartIndex, 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; } }