cirnogodot/Scripts/GameManager.cs
2025-02-06 15:57:03 +01:00

154 lines
3.4 KiB
C#

using Godot;
using System;
using Cirno.Scripts;
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; }
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>("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.");
//_alarmManager = GetNode<AlarmManager>("AlarmManager");
SpawnBulletsContainer();
if (PlayerSpawnMarker != null)
{
SpawnPlayer();
}
if (_inventoryManager != null && _hud != null)
{
_inventoryManager.ItemAdded += (item) => _hud.AddInventoryItem(item);
_inventoryManager.ItemRemoved += (item) => _hud.RemoveInventoryItem(item);
}
if (_player != null && _hud != null)
{
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
}
GameState = GameState.Playing;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("pause"))
{
TogglePause();
}
}
public void SpawnPlayer()
{
if (_player != null) return;
//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
_player = PlayerTemplate.Instantiate<PlayerMovement>();
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 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
}