Files
GameJam2023/Scripts/GameManager.cs
2023-09-04 15:02:17 -07:00

131 lines
4.1 KiB
C#

using Godot;
using Godot.Collections;
using System.Collections.Generic;
using System.Linq;
public partial class GameManager : Node
{
[Signal]
public delegate void OnGameOverEventHandler();
[Signal]
public delegate void ReselectCharacterEventHandler(Player player);
private bool _gameOver = false;
[Export]
private Array<PackedScene> PlayerScenes;
public Array<Character> P1CharactersOut = new Array<Character>();
public Array<Character> P2CharactersOut = new Array<Character>();
public IEnumerable<Player> Players = new List<Player>();
public override void _Ready()
{
foreach (var playerScene in PlayerScenes)
{
var player = playerScene.Instantiate();
Players = Players.Append((Player)player);
GetTree().Root.AddChild(player);
}
}
public void OnAllEnemiesDefeated()
{
GD.Print("All enemies defeated");
P1CharactersOut.AddRange(Players.ElementAt(0).CharactersLeftOnStage);
P2CharactersOut.AddRange(Players.ElementAt(1).CharactersLeftOnStage);
OnLevelClear();
}
public bool CheckAllEnemiesDefeated()
{
return !GetTree().GetNodesInGroup("Enemy").Any();
}
public void OnHandleCharacterSelectUI(Player player)
{
EmitSignal(SignalName.ReselectCharacter, player);
}
public void SetToNextCharacter(Player player)
{
player._characterIndex = (++player._characterIndex) % player.CharactersLeftOnStage.Count();
GD.Print(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
}
public void SetToPreviousCharacter(Player player)
{
player._characterIndex = player._characterIndex == 0 ? player.CharactersLeftOnStage.Count() - 1 : --player._characterIndex;
}
public void ResetPlayerPosition(Player player)
{
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
GD.Print(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
}
public void OnCharacterSelected(Player player)
{
GD.Print("Instancing...");
var names = player.CharactersLeftOnStage.Select(x => x.Name).ToArray();
GD.Print(names);
var selectedCharacter = player.CharactersLeftOnStage[player._characterIndex];
player.SelectedCharacter = selectedCharacter;
GetTree().Root.AddChild(player.SelectedCharacter);
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
}
public void RemoveCharacter(Player player)
{
player.CharactersLeftOnStage.Remove(player.CharactersLeftOnStage.ElementAt(player._characterIndex));
player.SelectedCharacter?.QueueFree();
player._characterIndex = 0;
if (player.CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, player);
}
public void RemoveCharacterAndAddToExit(Character1 character)
{
P1CharactersOut.Add(character);
Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
GetTree().Root.RemoveChild(character);
Players.ElementAt(0)._characterIndex = 0;
if (Players.ElementAt(0).CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
}
public void RemoveCharacterAndAddToExit(Character2 character)
{
P2CharactersOut.Add(character);
Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
GetTree().Root.RemoveChild(character);
Players.ElementAt(1)._characterIndex = 0;
if (Players.ElementAt(1).CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
}
public void SetGameOver(bool isGameOver)
{
_gameOver = isGameOver;
if (isGameOver)
EmitSignal(SignalName.OnGameOver);
}
public void OnLevelClear()
{
Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
P1CharactersOut.Clear();
P2CharactersOut.Clear();
Players.ElementAt(0)._characterIndex = 0;
Players.ElementAt(1)._characterIndex = 0;
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
}
public bool IsGameOver => _gameOver;
}