Refactor Player and Character
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@@ -1,5 +1,6 @@
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using Godot;
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using Godot.Collections;
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using System.Collections.Generic;
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using System.Linq;
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public partial class GameManager : Node
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@@ -7,88 +8,60 @@ public partial class GameManager : Node
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[Signal]
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public delegate void OnGameOverEventHandler();
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[Signal]
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public delegate void OnP1GameOverEventHandler();
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[Signal]
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public delegate void OnP2GameOverEventHandler();
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public bool IsSelectingCharacter = true;
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public int NumberOfPlayers;
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public bool IsP1SelectingCharacter = true;
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public bool IsP2SelectingCharacter = true;
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private bool _gameOver = false;
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private int _characterIndex = 0;
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[Export]
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public Array<PackedScene> _p1Characters;
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[Export]
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public Array<PackedScene> _p2Characters;
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private Array<PackedScene> PlayerScenes;
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[Export]
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public Character _p1SelectedCharacter;
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public IEnumerable<Player> Players = new List<Player>();
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[Export]
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public Character _p2SelectedCharacter;
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private bool _p1GameOver = false;
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private bool _p2GameOver = false;
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private int _p1CharacterIndex = 0;
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private int _p2CharacterIndex = 0;
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public void SetP1ToNextCharacter() => _p1CharacterIndex = (++_p1CharacterIndex) % _p1Characters.Count();
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public void SetP1ToPreviousCharacter() => _p1CharacterIndex = _p1CharacterIndex == 0 ? _p1Characters.Count() - 1 : --_p1CharacterIndex;
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public void ResetPlayerPosition()
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public override void _Ready()
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{
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var playerSpawnPoint = GetNode<SpawnPoint>("P1SpawnPoint");
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playerSpawnPoint.SetPlayerPosition(_p1SelectedCharacter);
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foreach (var playerScene in PlayerScenes)
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{
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var player = playerScene.Instantiate();
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Players = Players.Append((Player)player);
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GD.Print("Players added");
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}
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}
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public void OnP1CharacterSelected()
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public void SetToNextCharacter(Player player) => _characterIndex = (++_characterIndex) % player.PlayableCharacters.Count();
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public void SetToPreviousCharacter(Player player) => _characterIndex = _characterIndex == 0 ? player.PlayableCharacters.Count() - 1 : --_characterIndex;
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public void ResetPlayerPosition(Player player)
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{
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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}
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public void OnCharacterSelected(Player player)
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{
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GD.Print("Instancing...");
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var selectedPlayer = _p1Characters[_p1CharacterIndex].Instantiate();
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_p1SelectedCharacter = selectedPlayer as Character;
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GetTree().Root.AddChild(_p1SelectedCharacter);
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ResetPlayerPosition();
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GD.Print(player.PlayableCharacters.Count());
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var selectedCharacter = player.PlayableCharacters[_characterIndex].Instantiate();
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player.SelectedCharacter = selectedCharacter as Character;
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GetTree().Root.AddChild(player.SelectedCharacter);
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player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
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}
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public void RemoveP1Character()
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public void RemoveCharacter(Player player)
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{
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_p1Characters.Remove(_p1Characters.ElementAt(_p1CharacterIndex));
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_p1SelectedCharacter?.QueueFree();
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_p1CharacterIndex = 0;
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player.PlayableCharacters.Remove(player.PlayableCharacters.ElementAt(_characterIndex));
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player.SelectedCharacter?.QueueFree();
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_characterIndex = 0;
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}
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public void SetP1GameOver(bool isGameOver)
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public void SetGameOver(bool isGameOver)
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{
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_p1GameOver = isGameOver;
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_gameOver = isGameOver;
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if (isGameOver)
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{
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EmitSignal(SignalName.OnP1GameOver);
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CheckForOverallGameOver();
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}
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}
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public bool IsP1GameOver => _p1GameOver;
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public void SetP2GameOver(bool isGameOver)
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{
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_p2GameOver = isGameOver;
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if (isGameOver)
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{
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EmitSignal(SignalName.OnP2GameOver);
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CheckForOverallGameOver();
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}
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}
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private void CheckForOverallGameOver()
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{
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if (_p1GameOver && _p2GameOver)
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EmitSignal(SignalName.OnGameOver);
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}
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}
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}
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public partial class Character : CharacterBody3D
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{
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public bool IsGameOver => _gameOver;
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}
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