Files
GameJam2023/Scripts/GameManager.cs
2023-09-04 22:09:56 -07:00

172 lines
5.5 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);
[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>();
private int _levelIndex;
public override void _Ready()
{
var main = GetTree().Root.GetNode<Main>("/root/Main");
for (var i = 0; i < main.NumberOfPlayers; i++)
{
var player = PlayerScenes[i].Instantiate();
Players = Players.Append((Player)player);
GetTree().Root.AddChild(player);
}
}
public void OnAllEnemiesDefeated()
{
GD.Print("All enemies defeated");
OnLevelClear();
}
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)
{
var sfxPlayer = GetTree().Root.GetNode<AudioStreamPlayer>("Main/SFXPlayer");
var audioStream = ResourceLoader.Load<AudioStream>("Audio/SFX/select.wav");
sfxPlayer.Stream = audioStream;
sfxPlayer.Play();
GD.Print("Instancing...");
var names = player.CharactersLeftOnStage.Select(x => x.Name).ToArray();
GD.Print(names);
if (player.CharactersLeftOnStage.Any())
{
var selectedCharacter = player.CharactersLeftOnStage[player._characterIndex];
player.SelectedCharacter = selectedCharacter;
GetTree().Root.AddChild(player.SelectedCharacter);
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
}
}
public void RemoveCharacter(Character1 character)
{
Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
GetTree().Root.RemoveChild(character);
GD.Print(Players.ElementAt(0).CharactersLeftOnStage.Select(x => x.Name).ToArray());
Players.ElementAt(0)._characterIndex = 0;
if (Players.ElementAt(0).CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(0));
if (!P1CharactersOut.Any() && !Players.ElementAt(0).CharactersLeftOnStage.Any())
SetGameOver(Players.ElementAt(0), true);
if (Players.Count() == 2 && !P2CharactersOut.Any() && !Players.ElementAt(1).CharactersLeftOnStage.Any())
SetGameOver(Players.ElementAt(1), true);
}
public void RemoveCharacter(Character2 character)
{
Players.ElementAt(1).CharactersLeftOnStage.Remove(character);
GetTree().Root.RemoveChild(character);
GD.Print(Players.ElementAt(1).CharactersLeftOnStage.Select(x => x.Name).ToArray());
Players.ElementAt(1)._characterIndex = 0;
if (Players.ElementAt(1).CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, Players.ElementAt(1));
}
public void RemoveCharacterAndAddToExit(Character1 character)
{
P1CharactersOut.Add(character);
Players.ElementAt(0).CharactersLeftOnStage.Remove(character);
GetTree().Root.RemoveChild(character);
GD.Print(Players.ElementAt(0).CharactersLeftOnStage.Select(x => x.Name).ToArray());
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(Player player, bool isGameOver)
{
player.GameOver = isGameOver;
if (isGameOver)
EmitSignal(SignalName.OnGameOver);
GD.Print($"Game over for {player.Name}");
}
public void OnLevelClear()
{
Players.ElementAt(0).CharactersLeftOnStage.AddRange(P1CharactersOut);
if (Players.Count() == 2)
Players.ElementAt(1).CharactersLeftOnStage.AddRange(P2CharactersOut);
P1CharactersOut.Clear();
if (Players.Count() == 2)
P2CharactersOut.Clear();
Players.ElementAt(0)._characterIndex = 0;
if (Players.Count() == 2)
Players.ElementAt(1)._characterIndex = 0;
var players = GetTree().GetNodesInGroup("Player");
foreach (var player in players)
GetTree().Root.RemoveChild(player);
var main = GetTree().Root.GetNode<Main>("/root/Main");
main.LoadNextLevel(_levelIndex++);
foreach (var player in Players)
EmitSignal(SignalName.ReselectCharacter, player);
}
}