Release Candidate v0.1
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@@ -13,61 +13,66 @@ public partial class Main : Node
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public int NumberOfPlayers = 0;
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public override void _Ready()
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{
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Input.MouseMode = Input.MouseModeEnum.Captured;
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}
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public override void _Process(double delta)
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{
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_fpsCounter.Text = $"FPS: {Engine.GetFramesPerSecond()}";
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_fpsCounter.Text = $"FPS: {Engine.GetFramesPerSecond()}";
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}
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public void LoadLevel(int indexToLoad, int numberOfPlayers)
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{
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var sceneToLoad = Levels.ElementAt(indexToLoad);
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CallDeferred(nameof(DeferredGoToScene), sceneToLoad);
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var sceneToLoad = Levels.ElementAt(indexToLoad);
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CallDeferred(nameof(DeferredGoToScene), sceneToLoad);
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NumberOfPlayers = numberOfPlayers;
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NumberOfPlayers = numberOfPlayers;
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var gameManager = GameManager.Instantiate();
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AddChild(gameManager);
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var gameManagerInstance = (GameManager)gameManager;
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var gameManager = GameManager.Instantiate();
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AddChild(gameManager);
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var gameManagerInstance = (GameManager)gameManager;
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var bgmPlayer = GetTree().Root.GetNode<BGMPlayer>("BgmPlayer");
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bgmPlayer.ProcessMode = ProcessModeEnum.Always;
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bgmPlayer.SetBGMFromFilepath("Audio/BGM/An-Imitation-of-Heaven.ogg");
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bgmPlayer.PlayBGM();
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var bgmPlayer = GetTree().Root.GetNode<BGMPlayer>("BgmPlayer");
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bgmPlayer.ProcessMode = ProcessModeEnum.Always;
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bgmPlayer.SetBGMFromFilepath("Audio/BGM/An-Imitation-of-Heaven.ogg");
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bgmPlayer.PlayBGM();
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var animationNode = GetNode<AnimationPlayer>("SceneTransition/AnimationPlayer");
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animationNode.Play($"Level{indexToLoad + 1}");
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animationNode.AnimationFinished += EnableCharacterSelect;
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var animationNode = GetNode<AnimationPlayer>("SceneTransition/AnimationPlayer");
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animationNode.Play($"Level{indexToLoad + 1}");
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animationNode.AnimationFinished += EnableCharacterSelect;
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}
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public void LoadNextLevel(int currentSceneIndex)
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{
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if (currentSceneIndex < Levels.Count())
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{
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var currentScene = Levels.ToList().ElementAt(currentSceneIndex);
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CallDeferred(nameof(DeferredGoToScene), Levels.ElementAt(currentSceneIndex));
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var animationNode = GetNode<AnimationPlayer>("SceneTransition/AnimationPlayer");
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animationNode.Play($"Level{currentSceneIndex + 1}");
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animationNode.AnimationFinished += EnableCharacterSelect;
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}
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if (currentSceneIndex < Levels.Count())
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{
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var currentScene = Levels.ToList().ElementAt(currentSceneIndex);
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CallDeferred(nameof(DeferredGoToScene), Levels.ElementAt(currentSceneIndex));
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var animationNode = GetNode<AnimationPlayer>("SceneTransition/AnimationPlayer");
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animationNode.Play($"Level{currentSceneIndex + 1}");
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animationNode.AnimationFinished += EnableCharacterSelect;
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}
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}
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private void DeferredGoToScene(PackedScene sceneToAdd)
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{
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if (GetTree().GetFirstNodeInGroup("Level") != null)
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GetTree().GetFirstNodeInGroup("Level").QueueFree();
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var nextScene = GD.Load<PackedScene>(sceneToAdd.ResourcePath);
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var newScene = nextScene.Instantiate();
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GetTree().Root.AddChild(newScene);
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if (GetTree().GetFirstNodeInGroup("Level") != null)
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GetTree().GetFirstNodeInGroup("Level").QueueFree();
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var nextScene = GD.Load<PackedScene>(sceneToAdd.ResourcePath);
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var newScene = nextScene.Instantiate();
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GetTree().Root.AddChild(newScene);
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}
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private void EnableCharacterSelect(StringName animationName)
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{
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GD.Print("On animation finished: Enable characters");
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var gameManagerInstance = GetNode<GameManager>("GameManager");
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foreach (var player in gameManagerInstance.Players)
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gameManagerInstance.OnHandleCharacterSelectUI(player);
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GetTree().Paused = true;
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var animationNode = GetNode<AnimationPlayer>("SceneTransition/AnimationPlayer");
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animationNode.AnimationFinished -= EnableCharacterSelect;
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GD.Print("On animation finished: Enable characters");
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var gameManagerInstance = GetNode<GameManager>("GameManager");
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foreach (var player in gameManagerInstance.Players)
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gameManagerInstance.OnHandleCharacterSelectUI(player);
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GetTree().Paused = true;
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var animationNode = GetNode<AnimationPlayer>("SceneTransition/AnimationPlayer");
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animationNode.AnimationFinished -= EnableCharacterSelect;
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}
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}
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