Files
GameJam2023/Scripts/GameManager.cs
2023-09-04 01:33:30 -07:00

95 lines
2.3 KiB
C#

using Godot;
using Godot.Collections;
using System.Linq;
public partial class GameManager : Node
{
[Signal]
public delegate void OnGameOverEventHandler();
[Signal]
public delegate void OnP1GameOverEventHandler();
[Signal]
public delegate void OnP2GameOverEventHandler();
public int NumberOfPlayers;
public bool IsP1SelectingCharacter = true;
public bool IsP2SelectingCharacter = true;
[Export]
public Array<PackedScene> _p1Characters;
[Export]
public Array<PackedScene> _p2Characters;
[Export]
public Character _p1SelectedCharacter;
[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() : --_p1CharacterIndex;
public void ResetPlayerPosition()
{
var playerSpawnPoint = GetNode<SpawnPoint>("P1SpawnPoint");
playerSpawnPoint.SetPlayerPosition(_p1SelectedCharacter);
}
public void OnP1CharacterSelected()
{
GD.Print("Instancing...");
var selectedPlayer = _p1Characters[_p1CharacterIndex].Instantiate();
_p1SelectedCharacter = selectedPlayer as Character;
GetTree().Root.AddChild(_p1SelectedCharacter);
ResetPlayerPosition();
}
public void RemoveP1Character()
{
_p1Characters.Remove(_p1Characters.ElementAt(_p1CharacterIndex));
_p1SelectedCharacter?.QueueFree();
_p1CharacterIndex = 0;
}
public void SetP1GameOver(bool isGameOver)
{
_p1GameOver = 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
{
}