Files
GameJam2023/GameLogic/GameManager.cs
2023-09-10 12:18:02 -07:00

152 lines
4.7 KiB
C#

using Godot;
using Godot.Collections;
using System.Collections.Generic;
using System.Linq;
public partial class GameManager : Node
{
[Signal]
public delegate void OnPlayerGameOverEventHandler();
[Signal]
public delegate void ReselectCharacterEventHandler(Player player);
[Export]
private Array<PackedScene> PlayerScenes;
public IEnumerable<Player> Players = new List<Player>();
private int _levelIndex;
public bool IsGameOverScreenOn = false;
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()
{
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...");
GD.Print(player.Name);
if (player.CharactersLeftOnStage.Any())
{
player.SelectedCharacter = player.CharactersLeftOnStage[player.CharacterIndex];
player.SpawnPoint.SetPlayerPosition(player.SelectedCharacter);
GetTree().Root.AddChild(player.SelectedCharacter);
}
}
public void RemoveCharacter(Player player)
{
player.CharactersLeftOnStage.Remove(player.SelectedCharacter);
GetTree().Root.RemoveChild(player.SelectedCharacter);
GD.Print(player.CharactersLeftOnStage.Select(x => x.Name).ToArray());
player.CharacterIndex = 0;
if (player.CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, player);
if (!player.CharactersExited.Any() && !player.CharactersLeftOnStage.Any())
SetGameOver(player, true);
if (Players.All(x => !x.CharactersLeftOnStage.Any()) && Players.Any(x => x.CharactersExited.Any()))
OnLevelClear();
}
public void RemoveCharacterAndAddToExit(Player player)
{
player.CharactersExited.Add(player.SelectedCharacter);
player.CharactersLeftOnStage.Remove(player.SelectedCharacter);
GetTree().Root.RemoveChild(player.SelectedCharacter);
GD.Print(player.CharactersLeftOnStage.Select(x => x.Name).ToArray());
player.CharacterIndex = 0;
if (player.CharactersLeftOnStage.Any())
EmitSignal(SignalName.ReselectCharacter, player);
}
public void SetGameOver(Player player, bool isGameOver)
{
player.GameOver = isGameOver;
if (isGameOver)
EmitSignal(SignalName.OnPlayerGameOver);
GD.Print($"Game over for {player.Name}");
}
public void ReloadGameScene()
{
GD.Print("Reloading scene");
var players = GetTree().Root.GetChildren().OfType<Player>();
foreach (var player in players)
player.QueueFree();
var levels = GetTree().Root.GetChildren().OfType<Level>();
foreach (var level in levels)
level.QueueFree();
GetTree().ReloadCurrentScene();
}
public void OnLevelClear()
{
foreach (var player in Players)
{
player.CharactersLeftOnStage.AddRange(player.CharactersExited);
player.CharactersExited.Clear();
player.CharacterIndex = 0;
}
var playerCharacters = GetTree().GetNodesInGroup("Player");
foreach (var character in playerCharacters)
character.GetParent().RemoveChild(character);
var projectiles = GetTree().GetNodesInGroup("Projectile").Where(x => !x.IsQueuedForDeletion());
foreach (var projectile in projectiles)
projectile.QueueFree();
var main = GetTree().Root.GetNode<Main>("/root/Main");
_levelIndex++;
main.LoadNextLevel(_levelIndex);
foreach (var player in Players)
EmitSignal(SignalName.ReselectCharacter, player);
}
}