Refactor Player and Character

This commit is contained in:
2023-09-04 06:42:02 -07:00
parent a8ea40dee8
commit c32bbfe45a
16 changed files with 132 additions and 206 deletions

View File

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