mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
320 lines
No EOL
8.2 KiB
C#
320 lines
No EOL
8.2 KiB
C#
using Godot;
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Cirno.Scripts;
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using Cirno.Scripts.Resources;
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using Godot.Collections;
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public partial class GameManager : Node2D
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{
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public static GameManager Instance { get; private set;}
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private Hud _hud;
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private PlayerMovement _player;
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public GameState GameState { get; private set; }
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public PlayerMovement Player => _player;
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private Node2D _cameraTarget;
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public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
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[Export] public PackedScene PlayerTemplate { get; set; }
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[Export] public Dictionary<int, NodePath> SpawnMarkers { get; private set; } = new();
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//[Export] public Marker2D PlayerSpawnMarker { get; set; }
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[Export] public PackedScene WeaponTemplate { get; private set; }
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[Export] public Array<LootItem> StartingEquipment { get; private set; } = new();
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private InventoryManager _inventoryManager { get; set; }
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[Export]
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public MapStartDataResource MapStartData { get; private set; }
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//private AlarmManager _alarmManager { get; set; }
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//public InventoryManager Inventory => _inventoryManager;
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//public AlarmManager AlarmManager => _alarmManager;
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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[Signal]
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public delegate void GameStateChangeEventHandler(GameState state);
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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Instance = this;
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_hud = GetNodeOrNull<Hud>("HUD");
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if (_hud == null) GD.Print("No HUD in scene.");
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_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
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if (_cameraTarget == null) GD.Print("No camera target in scene.");
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_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
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if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
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//_alarmManager = GetNode<AlarmManager>("AlarmManager");
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SpawnBulletsContainer();
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if (_hud != null)
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{
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this.GameStateChange += _hud.OnGameStateChanged;
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}
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if (_inventoryManager != null && _hud != null)
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{
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_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
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_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
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}
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GameState = GameState.Playing;
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//_ = DelayPlayerSpawn();
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CallDeferred(MethodName.DelayPlayerSpawn);
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}
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public void ApplyMapStartData(MapStartDataResource mapStartData)
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{
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MapStartData = mapStartData;
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StartingEquipment.AddRange(mapStartData.StartingEquipment);
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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if (GameState is GameState.Playing && Input.IsActionJustPressed("pause"))
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{
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TogglePause();
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}
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}
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private void DelayPlayerSpawn()
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{
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//await Task.Delay(500);
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if (SpawnMarkers.Any())
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{
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SpawnPlayer();
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}
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else
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{
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GD.Print("No player spawn marker in scene.");
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return;
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}
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if (_player != null && _hud != null)
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{
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_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
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_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
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_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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_player.Death += () =>
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{
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// Show Game Over
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_hud.ShowGameOver();
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};
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}
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else
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{
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GD.Print("No player and hud in scene");
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return;
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}
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if (_inventoryManager is not null)
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{
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_inventoryManager.ItemAdded += (LootItem item, int amount) =>
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{
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if (item.Item == ItemTypes.Weapon)
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{
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SpawnPlayerWeapon(item);
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}
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};
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}
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SpawnWeapons();
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}
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public void SpawnPlayer()
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{
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if (_player != null) return;
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//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
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_player = PlayerTemplate.Instantiate<PlayerMovement>();
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this.CallDeferred("add_child", _player);
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_player.Transform = this.GlobalTransform;
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_player.GlobalPosition = GetStartPosition();
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//_player.GlobalPosition = PlayerSpawnMarker.Position;
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CameraTargetPlayer();
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//
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// if (_cameraTarget != null)
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// {
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// _cameraTarget.Reparent(_player, true);
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// _cameraTarget.GlobalPosition = _player.Position;
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// }
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}
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private Vector2 GetStartPosition()
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{
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if (MapStartData != null)
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{
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if (SpawnMarkers.TryGetValue(MapStartData.EggIndex, out var spawnMarker))
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{
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var marker = GetNode<Node2D>(spawnMarker);
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return marker.Position; // Why position and not globalposition? I have no idea
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}
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}
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var m = GetNode<Node2D>(SpawnMarkers.First().Value);
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return m.GlobalPosition;
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}
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public void CameraTargetPlayer()
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{
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if (_player is null) return;
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CameraTargetObject(_player);
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}
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public void CameraTargetObject(Node2D target, Vector2? offset = null)
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{
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if (_cameraTarget is null) return;
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_cameraTarget.Reparent(target, true);
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_cameraTarget.GlobalPosition = target.GlobalPosition;
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if (offset.HasValue)
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{
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_cameraTarget.Position += offset.Value;
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}
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}
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private void SpawnWeapons()
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{
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if (!StartingEquipment.Any())
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{
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GD.Print("No items to spawn on Player");
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return;
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}
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foreach (var startingItem in StartingEquipment)
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{
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// Now automatically taken care of by the event
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// switch (startingItem.Item)
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// {
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// case ItemTypes.Weapon:
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// SpawnPlayerWeapon(startingItem);
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//
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// //_player.EquippedWeapon ??= weapon;
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// break;
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// }
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_inventoryManager.AddItem(startingItem);
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}
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}
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private void SpawnPlayerWeapon(LootItem startingItem)
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{
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if (WeaponTemplate == null)
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{
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GD.Print("Could not spawn weapon because template is null");
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return;
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}
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var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
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weapon.WeaponData = startingItem.WeaponData;
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_player.AddWeapon(weapon);
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if (_player.EquippedWeapon == null)
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{
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_player.EquipWeapon(weapon);
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}
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}
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private void SpawnBulletsContainer()
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{
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_bulletsContainer = new Node2D();
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_bulletsContainer.Name = "BulletsContainer";
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AddChild(_bulletsContainer);
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}
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public void TogglePause()
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{
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if (GameState == GameState.Paused)
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{
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Unpause();
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}
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else if (GameState == GameState.Playing)
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{
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Pause();
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}
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}
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public void Pause()
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{
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if (GameState == GameState.Playing)
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{
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ChangeState(GameState.Paused);
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}
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}
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public void Unpause()
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{
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if (GameState == GameState.Paused)
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{
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ChangeState(GameState.Playing);
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}
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}
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public GameState ToggleControlMode() {
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if (GameState is GameState.Playing)
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{
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ChangeState(GameState.Controlling);
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}
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else if (GameState is GameState.Controlling)
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{
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ChangeState(GameState.Playing);
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}
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return GameState;
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}
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public void ChangeState(GameState state)
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{
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if (state == GameState) return;
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GameState = state;
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EmitSignal(nameof(GameStateChange), (int)GameState);
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GD.Print($"Game state changed to {state}");
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}
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}
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public enum GameState
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{
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Menu,
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Paused,
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Playing,
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Dialogue,
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Controlling
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} |