using Godot; using System; using System.Linq; using System.Threading.Tasks; using Cirno.Scripts; using Cirno.Scripts.Resources; using Godot.Collections; public partial class GameManager : Node2D { private Hud _hud; private PlayerMovement _player; public GameState GameState { get; private set; } public PlayerMovement Player => _player; private Node2D _cameraTarget; public Vector2? PlayerPosition => _player?.GlobalPosition ?? null; [Export] public PackedScene PlayerTemplate { get; set; } [Export] public Marker2D PlayerSpawnMarker { get; set; } [Export] public PackedScene WeaponTemplate { get; private set; } [Export] public Array StartingEquipment { get; private set; } private InventoryManager _inventoryManager { get; set; } //private AlarmManager _alarmManager { get; set; } //public InventoryManager Inventory => _inventoryManager; //public AlarmManager AlarmManager => _alarmManager; private Node2D _bulletsContainer; public Node2D BulletsContainer => _bulletsContainer; [Signal] public delegate void GameStateChangeEventHandler(GameState state); // Called when the node enters the scene tree for the first time. public override void _Ready() { _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 (_inventoryManager != null && _hud != null) { _inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount); _inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount); } GameState = GameState.Playing; _ = DelayPlayerSpawn(); } // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(double delta) { if (Input.IsActionJustPressed("pause")) { TogglePause(); } } private async Task DelayPlayerSpawn() { await Task.Delay(500); if (PlayerSpawnMarker != null) { SpawnPlayer(); SpawnWeapons(); } if (_player != null && _hud != null) { _player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth); _player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable); } } public void SpawnPlayer() { if (_player != null) return; //_player = this.CreateChild(PlayerTemplate, PlayerSpawnMarker.Position ); _player = PlayerTemplate.Instantiate(); this.CallDeferred("add_child", _player); _player.Transform = this.GlobalTransform; _player.GlobalPosition = PlayerSpawnMarker.Position; if (_cameraTarget != null) { _cameraTarget.Reparent(_player, true); _cameraTarget.GlobalPosition = _player.Position; } } private void SpawnWeapons() { if (!StartingEquipment.Any()) { GD.Print("No items to spawn on Player"); return; } foreach (var startingItem in StartingEquipment) { switch (startingItem.Item) { case ItemTypes.Weapon: if (WeaponTemplate == null) { GD.Print("Could not spawn weapon because template is null"); break; } var weapon = _player.CreateChild(WeaponTemplate); weapon.WeaponData = startingItem.WeaponData; _player.AddWeapon(weapon); if (_player.EquippedWeapon == null) { _player.EquipWeapon(weapon); } //_player.EquippedWeapon ??= weapon; break; } _inventoryManager.AddItem(startingItem); } } private void SpawnBulletsContainer() { _bulletsContainer = new Node2D(); _bulletsContainer.Name = "BulletsContainer"; 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) { ChangeState(GameState.Playing); } } public void ChangeState(GameState state) { if (state == GameState) return; GameState = state; EmitSignal(nameof(GameStateChange), (int)GameState); GD.Print($"Game state changed to {state}"); } } public enum GameState { Menu, Paused, Playing, Dialogue }