Fix exit
This commit is contained in:
@@ -12,8 +12,6 @@ size = Vector3(0.822782, 0.527059, 0.80108)
|
||||
size = Vector3(0.822782, 0.527059, 0.80108)
|
||||
|
||||
[node name="PlayerScorpio" type="CharacterBody3D" groups=["Player"]]
|
||||
collision_layer = 0
|
||||
collision_mask = 4097
|
||||
script = ExtResource("1_mn5ui")
|
||||
_fireProjectile = ExtResource("2_uayjr")
|
||||
_altFireProjectile = ExtResource("3_tw078")
|
||||
|
||||
@@ -12,8 +12,6 @@ size = Vector3(0.822782, 0.527059, 0.80108)
|
||||
size = Vector3(0.822782, 0.527059, 0.80108)
|
||||
|
||||
[node name="PlayerScorpio" type="CharacterBody3D" groups=["Player"]]
|
||||
collision_layer = 0
|
||||
collision_mask = 4097
|
||||
script = ExtResource("1_5q5l0")
|
||||
_fireProjectile = ExtResource("2_iw8b0")
|
||||
_altFireProjectile = ExtResource("3_61xde")
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
[node name="Player1" type="Node3D" node_paths=PackedStringArray("SpawnPoint")]
|
||||
script = ExtResource("1_ctl2x")
|
||||
SpawnPoint = NodePath("Marker3D")
|
||||
PlayableCharacters = Array[PackedScene]([ExtResource("2_7c6mk"), ExtResource("3_mtqa2"), ExtResource("4_1xs5f")])
|
||||
PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_7c6mk"), ExtResource("3_mtqa2"), ExtResource("4_1xs5f")])
|
||||
|
||||
[node name="Marker3D" type="Marker3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.5, 0.123, 5.513)
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
[node name="Player2" type="Node3D" node_paths=PackedStringArray("SpawnPoint")]
|
||||
script = ExtResource("1_k788q")
|
||||
SpawnPoint = NodePath("Marker3D")
|
||||
PlayableCharacters = Array[PackedScene]([ExtResource("2_w2id2"), ExtResource("3_8owb2"), ExtResource("4_w8v7n")])
|
||||
PlayableCharacterScenes = Array[PackedScene]([ExtResource("2_w2id2"), ExtResource("3_8owb2"), ExtResource("4_w8v7n")])
|
||||
|
||||
[node name="Marker3D" type="Marker3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.5, 0, 5.609)
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Godot;
|
||||
using System.Linq;
|
||||
|
||||
public partial class AreaExit : Node3D
|
||||
{
|
||||
@@ -15,10 +16,15 @@ public partial class AreaExit : Node3D
|
||||
|
||||
private void OnExitEntered(Node3D node)
|
||||
{
|
||||
GD.Print("Exit reached");
|
||||
if (node.GetType() == typeof(Character1))
|
||||
_gameManager.RemoveCharacterAndAddToExit((Character1)node);
|
||||
if (node.GetType() == typeof(Character2))
|
||||
_gameManager.RemoveCharacterAndAddToExit((Character2)node);
|
||||
|
||||
var main = GetTree().Root.GetNode<Main>("/root/Main");
|
||||
if (!_gameManager.Players.ElementAt(0).CharactersLeftOnStage.Any())
|
||||
{
|
||||
main.LoadNextLevel(_levelIndex);
|
||||
if (node is Player player)
|
||||
player.SpawnPoint.SetPlayerPosition(player);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -16,14 +16,19 @@ public partial class GameManager : Node
|
||||
[Export]
|
||||
private Array<PackedScene> PlayerScenes;
|
||||
|
||||
public Array<Character1> P1CharactersOut = new Array<Character1>();
|
||||
public Array<Character2> P2CharactersOut = new Array<Character2>();
|
||||
|
||||
public IEnumerable<Player> Players = new List<Player>();
|
||||
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
foreach (var playerScene in PlayerScenes)
|
||||
{
|
||||
var player = playerScene.Instantiate();
|
||||
Players = Players.Append((Player)player);
|
||||
GetTree().Root.AddChild(player);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,33 +37,57 @@ public partial class GameManager : Node
|
||||
EmitSignal(SignalName.ReselectCharacter, player);
|
||||
}
|
||||
|
||||
public void SetToNextCharacter(Player player) => _characterIndex = (++_characterIndex) % player.PlayableCharacters.Count();
|
||||
public void SetToNextCharacter(Player player)
|
||||
{
|
||||
_characterIndex = (++_characterIndex) % player.CharactersLeftOnStage.Count();
|
||||
GD.Print(player.CharactersLeftOnStage.ElementAt(_characterIndex));
|
||||
}
|
||||
|
||||
public void SetToPreviousCharacter(Player player) => _characterIndex = _characterIndex == 0 ? player.PlayableCharacters.Count() - 1 : --_characterIndex;
|
||||
public void SetToPreviousCharacter(Player player)
|
||||
{
|
||||
_characterIndex = _characterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --_characterIndex;
|
||||
}
|
||||
|
||||
public void ResetPlayerPosition(Player player)
|
||||
{
|
||||
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
|
||||
GD.Print(player.CharactersLeftOnStage.ElementAt(_characterIndex));
|
||||
}
|
||||
|
||||
public void OnCharacterSelected(Player player)
|
||||
{
|
||||
GD.Print("Instancing...");
|
||||
var selectedCharacter = player.PlayableCharacters[_characterIndex].Instantiate();
|
||||
player.SelectedCharacter = selectedCharacter as Character;
|
||||
var selectedCharacter = player.CharactersLeftOnStage[_characterIndex];
|
||||
player.SelectedCharacter = selectedCharacter;
|
||||
GetTree().Root.AddChild(player.SelectedCharacter);
|
||||
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
|
||||
}
|
||||
|
||||
public void RemoveCharacter(Player player)
|
||||
{
|
||||
player.PlayableCharacters.Remove(player.PlayableCharacters.ElementAt(_characterIndex));
|
||||
player.CharactersLeftOnStage.Remove(player.CharactersLeftOnStage.ElementAt(_characterIndex));
|
||||
player.SelectedCharacter?.QueueFree();
|
||||
_characterIndex = 0;
|
||||
if (player.PlayableCharacters.Count() > 0)
|
||||
if (player.CharactersLeftOnStage.Count() > 0)
|
||||
EmitSignal(SignalName.ReselectCharacter, player);
|
||||
}
|
||||
|
||||
public void RemoveCharacterAndAddToExit(Character1 character)
|
||||
{
|
||||
P1CharactersOut.Add(character);
|
||||
Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
|
||||
GetTree().Root.RemoveChild(character);
|
||||
_characterIndex = 0;
|
||||
}
|
||||
|
||||
public void RemoveCharacterAndAddToExit(Character2 character)
|
||||
{
|
||||
P2CharactersOut.Add(character);
|
||||
Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
|
||||
GetTree().Root.RemoveChild(character);
|
||||
_characterIndex = 0;
|
||||
}
|
||||
|
||||
public void SetGameOver(bool isGameOver)
|
||||
{
|
||||
_gameOver = isGameOver;
|
||||
|
||||
@@ -35,7 +35,6 @@ public partial class Main : Node
|
||||
|
||||
private void DeferredGoToScene(PackedScene sceneToAdd)
|
||||
{
|
||||
GD.Print(sceneToAdd.ResourcePath);
|
||||
var nextScene = GD.Load<PackedScene>(sceneToAdd.ResourcePath);
|
||||
var newScene = nextScene.Instantiate();
|
||||
GetTree().Root.AddChild(newScene);
|
||||
@@ -43,7 +42,6 @@ public partial class Main : Node
|
||||
|
||||
private void DeferredGoToScene(PackedScene sceneToAdd, PackedScene sceneToRemove)
|
||||
{
|
||||
GD.Print(sceneToAdd.ResourcePath);
|
||||
GetTree().GetFirstNodeInGroup("Level").QueueFree();
|
||||
var nextScene = GD.Load<PackedScene>(sceneToAdd.ResourcePath);
|
||||
var newScene = nextScene.Instantiate();
|
||||
|
||||
@@ -7,9 +7,21 @@ public partial class Player : Node3D
|
||||
public SpawnPoint SpawnPoint;
|
||||
|
||||
[Export]
|
||||
public Array<PackedScene> PlayableCharacters;
|
||||
public Array<PackedScene> PlayableCharacterScenes;
|
||||
|
||||
public Array<Character> CharactersLeftOnStage = new Array<Character>();
|
||||
|
||||
public Character SelectedCharacter;
|
||||
|
||||
public bool IsSelectingCharacter = false;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
foreach (var character in PlayableCharacterScenes)
|
||||
{
|
||||
var instance = character.Instantiate();
|
||||
GD.Print(instance);
|
||||
CharactersLeftOnStage.Add((Character)instance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user