mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:55:35 +00:00
418 lines
No EOL
12 KiB
C#
418 lines
No EOL
12 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.Components.FSM;
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using Cirno.Scripts.Controllers;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Misc;
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using Cirno.Scripts.Resources;
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using Godot.Collections;
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using Cirno.Scripts.Utils;
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using Environment = Godot.Environment;
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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 PlayerFSMProxy _player;
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public GameState GameState { get; private set; }
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public PlayerStateMachine Player => _player.PlayerFSM;
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private Node2D _cameraTarget;
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public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
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public Vector2? PlayerVelocity => _player?.Velocity ?? null;
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[Export] public MapResource MapResource { get; private set; }
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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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private InventoryManager _inventoryManager { get; 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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[Export]
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public StringName PauseActionName { get; private set; } = "pause";
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[Export]
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public TilemapAvoidance NavigationTilemap { get; private set; }
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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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[Signal]
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public delegate void PlayerRespawnedEventHandler();
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public Vector2 LastCheckpointPosition { get; set; }
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private AudioManager _audioManager;
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[Export]
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public Node2D PlayerParentNode { get; set; }
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[Export]
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public int EggStartIndex = 0;
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[Export] public NavigationRegion2D NavigationRegion { get; private set; }
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[Signal] public delegate void ManagerReadyEventHandler();
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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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RenderingServer.SetDefaultClearColor(Colors.Black);
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if (GlobalState.Instance.SessionSettings.GameMode is GameMode.Roguelite)
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{
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if (GlobalState.Instance.SessionSettings.LevelNumber < 0)
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{
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// TODO: Change based on which level we're going to
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GlobalState.Instance.SessionSettings.LevelNumber = 0;
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}
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}
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else
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{
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GlobalState.Session.LevelNumber = MapResource.LevelId;
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}
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GlobalState.Instance.ChangeCursor(false);
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if (GlobalState.Instance.SessionSettings.AllowSaving)
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{
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GlobalState.Instance.SaveGame();
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}
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_audioManager = new AudioManager();
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this.AddChild(_audioManager);
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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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_inventoryManager.WeaponUpdate += key => _hud.EquipWeapon(key);
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}
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PlayerRespawned += OnPlayerRespawned;
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GameState = GameState.Playing;
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//_ = DelayPlayerSpawn();
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CallDeferred(MethodName.DelayPlayerSpawn);
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CallDeferred(MethodName.OnFinished);
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}
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private void OnFinished()
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{
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EmitSignalManagerReady();
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}
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private void OnPlayerRespawned()
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{
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this.ClearBullets();
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}
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public void ApplyMapStartData(MapStartDataResource mapStartData)
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{
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EggStartIndex = mapStartData.EggIndex;
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//MapStartData = mapStartData;
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// StartingEquipment.AddRange(mapStartData.StartingEquipment);
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}
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public void AddMotivation(float motivation)
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{
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Player.AddMotivation(motivation);
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}
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public void ApplySessionState(SessionSettings settings)
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{
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//_inventoryManager.Load(settings.Items);
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}
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public override void _Process(double delta)
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{
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if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
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{
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Unpause();
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}
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}
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private void DelayPlayerSpawn()
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{
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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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//
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// _player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
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//
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// _player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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//
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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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// Wait before the player is fully initialized before spawning weapons on it
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CallDeferred(MethodName.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<PlayerFSMProxy>();
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//this.CallDeferred("add_child", _player);
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if (PlayerParentNode is not null)
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{
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PlayerParentNode.AddChild(_player);
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_player.Owner = PlayerParentNode;
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}
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else
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{
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this.AddChild(_player);
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_player.Owner = this;
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}
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_player.Transform = this.GlobalTransform;
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_player.GlobalPosition = GetStartPosition();
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LastCheckpointPosition = _player.GlobalPosition;
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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 (MapResource != null)
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{
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if (SpawnMarkers.TryGetValue(EggStartIndex, 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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foreach (var startingItem in MapResource.StartData.StartingEquipment)
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{
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_inventoryManager.AddItem(startingItem);
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}
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foreach (var item in MapResource.StartData.RemoveEquipment)
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{
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_inventoryManager.RemoveItem(item);
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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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_bulletsContainer.ProcessMode = ProcessModeEnum.Pausable;
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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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CallDeferred(MethodName.ChangeState, (int)GameState.Playing);
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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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{
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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(SignalName.GameStateChange, (int)state);
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GD.Print($"Game state changed to {state}");
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switch (state)
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{
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case GameState.Paused:
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case GameState.Dialogue:
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case GameState.Shop:
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case GameState.Inventory:
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GlobalState.Instance.ChangeCursor(true);
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GetTree().SetPause(true);
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//Input.MouseMode = Input.MouseModeEnum.Visible;
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break;
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case GameState.Playing:
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case GameState.Controlling:
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//Input.MouseMode = Input.MouseModeEnum.Confined;
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GlobalState.Instance.ChangeCursor(false);
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DelayedUnpause();
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//CallDeferred(MethodName.DelayedUnpause);
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//GetTree().SetPause(false);
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break;
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case GameState.Menu:
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GlobalState.Instance.ChangeCursor(true);
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//Input.MouseMode = Input.MouseModeEnum.Visible;
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DelayedUnpause();
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//CallDeferred(MethodName.DelayedUnpause);
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//GetTree().SetPause(false);
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break;
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}
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}
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private void DelayedUnpause()
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{
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GetTree().SetPause(false);
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}
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public void ClearBullets()
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{
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PoolingManager.Instance.DisableAllBullets();
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// if (_bulletsContainer is null) return;
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// foreach (var node in _bulletsContainer.GetChildren())
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// {
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// node.QueueFree();
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// }
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}
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public void RecalculateTilemap(Vector2 position)
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{
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//CallDeferred(MethodName.RecalculateTilemapDeferred, position);
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}
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private void RecalculateTilemapDeferred(Vector2 position)
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{
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//NavigationTilemap.Recalculate(position);
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GD.Print("Rebaking tilemap");
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NavigationRegion.BakeNavigationPolygon(true);
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}
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public void RebakeNavigation()
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{
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GD.Print("Rebaking tilemap");
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//NavigationRegion.BakeNavigationPolygon(true);
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}
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} |