Teleport works, item pickup is broken

This commit is contained in:
2024-09-07 14:00:40 -07:00
parent 4c2731bc7b
commit fbaf698852
28 changed files with 314 additions and 229 deletions

View File

@@ -4,6 +4,8 @@ using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
using System.Collections.Generic;
using System.Linq;
public interface IGame : IProvide<IGameRepo>, INode3D;
@@ -14,6 +16,8 @@ public partial class Game : Node3D, IGame
IGameRepo IProvide<IGameRepo>.Value() => GameRepo;
public IInstantiator Instantiator { get; set; } = default!;
public IGameLogic GameLogic { get; set; } = default!;
public IGameRepo GameRepo { get; set; } = default!;
@@ -28,21 +32,57 @@ public partial class Game : Node3D, IGame
[Node] public NavigationRegion3D NavigationRegion { get; set; } = default!;
[Node] public Area3D Teleport { get; set; } = default!;
[Node] public IDungeonFloor Overworld { get; set; } = default!;
[Node] public IDungeonFloor Floor1 { get; set; } = default!;
[Node] public IDungeonFloor Floor2 { get; set; } = default!;
[Node] public IDungeonFloor Floor3 { get; set; } = default!;
[Node] public AnimationPlayer AnimationPlayer { get; set; } = default!;
private List<IDungeonFloor> Floors;
private int _currentFloor = -1;
public void Setup()
{
GameRepo = new GameRepo();
GameLogic = new GameLogic();
GameLogic.Set(GameRepo);
GameLogic.Set(AppRepo);
Instantiator = new Instantiator(GetTree());
Floors = new List<IDungeonFloor> { Overworld, Floor1, Floor2, Floor3 };
Teleport.BodyEntered += OnTeleportEntered;
}
private void OnTeleportEntered(Node3D body)
{
GameLogic.Input(new GameLogic.Input.LoadNextFloor());
}
public void OnResolved()
{
GameBinding = GameLogic.Bind();
GameBinding
.Handle((in GameLogic.Output.StartGame _) => { })
.Handle((in GameLogic.Output.SetPauseMode output) => { CallDeferred(nameof(SetPauseMode), output.IsPaused); })
.Handle((in GameLogic.Output.StartGame _) =>
{
})
.Handle((in GameLogic.Output.LoadNextFloor _) =>
{
SetPauseMode(true);
AnimationPlayer.Play("wait_and_load");
var currentFloor = Floors.ElementAt(_currentFloor);
currentFloor.CallDeferred(MethodName.QueueFree, []);
})
.Handle((in GameLogic.Output.SetPauseMode output) =>
{
CallDeferred(nameof(SetPauseMode), output.IsPaused);
})
.Handle((in GameLogic.Output.SetInventoryMode _) => { InventoryMenu.PopulateItems(_.Inventory); InventoryMenu.Show(); })
.Handle((in GameLogic.Output.HideInventory _) => { InventoryMenu.Hide(); InventoryMenu.ClearItems(); })
.Handle((in GameLogic.Output.ShowMiniMap _) => { MiniMap.Show(); })
@@ -51,10 +91,31 @@ public partial class Game : Node3D, IGame
GameLogic.Start();
GameLogic.Input(new GameLogic.Input.Initialize());
AnimationPlayer.AnimationStarted += AnimationPlayer_AnimationStarted;
AnimationPlayer.AnimationFinished += AnimationPlayer_AnimationFinished;
AnimationPlayer.Play("wait_and_load");
this.Provide();
}
private void AnimationPlayer_AnimationStarted(StringName animName)
{
SetPauseMode(true);
var newFloor = Floors.ElementAt(_currentFloor + 1);
newFloor.CallDeferred(nameof(newFloor.InitializeDungeon), []);
newFloor.Show();
}
private void AnimationPlayer_AnimationFinished(StringName animName)
{
var spawnPoints = GetTree().GetNodesInGroup("Exit").OfType<Marker3D>();
Teleport.GlobalPosition = spawnPoints.Last().GlobalPosition;
_currentFloor++;
SetPauseMode(false);
}
public override void _Process(double delta)
{
if (Input.IsActionJustPressed(GameInputs.Inventory))