cirnogodot/Scripts/Activables/LevelTeleporter.cs
2025-05-02 16:20:54 +02:00

59 lines
No EOL
1.6 KiB
C#

using System;
using System.Collections;
using System.Threading.Tasks;
using Cirno.Scripts.Components.FSM;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Activables;
public partial class LevelTeleporter : Teleporter
{
[Export] public string LevelPath { get; set; }
[Export] public MapResource Map { get; private set; }
[Export] public bool SaveInventory { get; set; }
protected override async Task Teleport(IStateMachine<PlayerState, CharacterBody2D> player)
{
if (string.IsNullOrWhiteSpace(LevelPath) && Map is null) return;
//player.RequestMovementDisable(true);
player.SetState(PlayerState.Cutscene);
await TweenPlayer(player.MainObject);
_particles.Emitting = true;
//await player.Teleport();
player.SetState(PlayerState.Teleporting);
await Task.Delay((int)(0.6f * 1000));
await Task.Delay((int)(TeleportAnimationLength * 1000));
if (SaveInventory)
{
// Save inventory
GlobalState.Instance.SessionSettings.Items = InventoryManager.Instance.Save();
}
else
{
GlobalState.Instance.SessionSettings.EquippedWeaponId = string.Empty;
}
if (!string.IsNullOrWhiteSpace(LevelPath))
{
if (GlobalState.Instance.SessionSettings.GameMode is GameMode.Roguelite)
{
GlobalState.Instance.SessionSettings.LevelNumber += 1;
}
GlobalState.Instance.GotoScene(LevelPath);
}
else
{
GlobalState.Instance.GotoScene(Map);
}
}
}