I am doing a CHAOS check in. showing support for one another. I need SIX jacks to post, not share, this message to show you are always there to kill chaos if someone needs it. let's go gentlemen...

This commit is contained in:
2023-09-04 16:11:05 -07:00
parent 4d0b0196e6
commit b315a90720
8 changed files with 71 additions and 29 deletions

View File

@@ -20,11 +20,14 @@ public partial class GameManager : Node
public IEnumerable<Player> Players = new List<Player>();
private int _levelIndex;
public override void _Ready()
{
foreach (var playerScene in PlayerScenes)
var main = GetTree().Root.GetNode<Main>("/root/Main");
for (var i = 0; i < main.NumberOfPlayers; i++)
{
var player = playerScene.Instantiate();
var player = PlayerScenes[i].Instantiate();
Players = Players.Append((Player)player);
GetTree().Root.AddChild(player);
}
@@ -34,15 +37,11 @@ public partial class GameManager : Node
{
GD.Print("All enemies defeated");
P1CharactersOut.AddRange(Players.ElementAt(0).CharactersLeftOnStage);
P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
if (Players.Count() == 2)
P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
OnLevelClear();
}
public bool CheckAllEnemiesDefeated()
{
return !GetTree().GetNodesInGroup("Enemy").Any();
}
public void OnHandleCharacterSelectUI(Player player)
{
EmitSignal(SignalName.ReselectCharacter, player);
@@ -115,15 +114,27 @@ public partial class GameManager : Node
public void OnLevelClear()
{
Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
if (Players.Count() == 2)
Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
P1CharactersOut.Clear();
P2CharactersOut.Clear();
if (Players.Count() == 2)
P2CharactersOut.Clear();
Players.ElementAt(0)._characterIndex = 0;
Players.ElementAt(1)._characterIndex = 0;
if (Players.Count() == 2)
Players.ElementAt(1)._characterIndex = 0;
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
var players = GetTree().GetNodesInGroup("Player");
foreach (var player in players)
GetTree().Root.RemoveChild(player);
var main = GetTree().Root.GetNode<Main>("/root/Main");
main.LoadNextLevel(_levelIndex++);
foreach (var player in Players)
EmitSignal(SignalName.ReselectCharacter, player);
}
public bool IsGameOver => _gameOver;