cirnogodot/Scripts/GameController.cs
2025-06-12 18:03:55 +02:00

168 lines
No EOL
4.6 KiB
C#

using Cirno.Scripts.Enums;
using Cirno.Scripts.Misc;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts;
public partial class GameController : Node
{
public static GameController Instance { get; private set; }
private Hud _hud;
public GameState GameState { get; private set; }
[Signal] public delegate void GameStateChangeEventHandler(GameState state);
[Signal] public delegate void ManagerReadyEventHandler();
[Export] public StringName PauseActionName { get; private set; } = "pause";
public override void _Ready()
{
Instance = this;
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>("HUD");
if (_hud == null) GD.Print("No HUD in scene.");
//_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
//if (_cameraTarget == null) GD.Print("No camera target in scene.");
// _inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
//if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
//SpawnBulletsContainer();
if (_hud != null)
{
this.GameStateChange += _hud.OnGameStateChanged;
}
// if (_inventoryManager != null && _hud != null)
// {
//
// _inventoryManager.WeaponUpdate += key => _hud.EquipWeapon(key);
// }
//PlayerRespawned += OnPlayerRespawned;
GameState = GameState.Playing;
//CallDeferred(MethodName.DelayPlayerSpawn);
CallDeferred(MethodName.OnFinished);
}
private void OnFinished()
{
EmitSignalManagerReady();
}
public override void _Process(double delta)
{
if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
{
Unpause();
}
}
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);
}
}