131 lines
4.1 KiB
C#
131 lines
4.1 KiB
C#
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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{
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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 ReselectCharacterEventHandler(Player player);
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private bool _gameOver = false;
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[Export]
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private Array<PackedScene> PlayerScenes;
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public Array<Character> P1CharactersOut = new Array<Character>();
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public Array<Character> P2CharactersOut = new Array<Character>();
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public IEnumerable<Player> Players = new List<Player>();
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public override void _Ready()
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{
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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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GetTree().Root.AddChild(player);
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}
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}
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public void OnAllEnemiesDefeated()
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{
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GD.Print("All enemies defeated");
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P1CharactersOut.AddRange(Players.ElementAt(0).CharactersLeftOnStage);
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P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
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OnLevelClear();
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}
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public bool CheckAllEnemiesDefeated()
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{
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return !GetTree().GetNodesInGroup("Enemy").Any();
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}
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public void OnHandleCharacterSelectUI(Player player)
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{
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public void SetToNextCharacter(Player player)
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{
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player._characterIndex = (++player._characterIndex) % player.CharactersLeftOnStage.Count();
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GD.Print(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
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}
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public void SetToPreviousCharacter(Player player)
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{
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player._characterIndex = player._characterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --player._characterIndex;
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}
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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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GD.Print(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
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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 names = player.CharactersLeftOnStage.Select(x => x.Name).ToArray();
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GD.Print(names);
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var selectedCharacter = player.CharactersLeftOnStage[player._characterIndex];
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player.SelectedCharacter = selectedCharacter;
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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 RemoveCharacter(Player player)
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{
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player.CharactersLeftOnStage.Remove(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
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player.SelectedCharacter?.QueueFree();
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player._characterIndex = 0;
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if (player.CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, player);
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}
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public void RemoveCharacterAndAddToExit(Character1 character)
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{
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P1CharactersOut.Add(character);
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Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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Players.ElementAt(0)._characterIndex = 0;
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if (Players.ElementAt(0).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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}
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public void RemoveCharacterAndAddToExit(Character2 character)
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{
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P2CharactersOut.Add(character);
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Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
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GetTree().Root.RemoveChild(character);
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Players.ElementAt(1)._characterIndex = 0;
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if (Players.ElementAt(1).CharactersLeftOnStage.Any())
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
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}
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public void SetGameOver(bool isGameOver)
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{
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_gameOver = isGameOver;
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if (isGameOver)
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EmitSignal(SignalName.OnGameOver);
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}
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public void OnLevelClear()
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{
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Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
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Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
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P1CharactersOut.Clear();
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P2CharactersOut.Clear();
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Players.ElementAt(0)._characterIndex = 0;
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Players.ElementAt(1)._characterIndex = 0;
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EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
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}
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public bool IsGameOver => _gameOver;
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}
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