Files
GameJamDungeon/Zennysoft.Game.Ma/addons/dungeon_floor_layout/DungeonFloorLayout.cs

69 lines
1.7 KiB
C#

using Godot;
using Godot.Collections;
using System.Linq;
using Zennysoft.Game.Ma;
[Tool]
public partial class DungeonFloorLayout : LayoutType
{
[Export]
public DungeonFloorSetType SetType
{
get => _setType;
set
{
_setType = value;
LayoutWithSpawnRate = [];
NotifyPropertyListChanged();
}
}
[ExportToolButton("Populate Map Data")]
public Callable PopulateMapList => Callable.From(() => PopulateDictionary(SetType));
[Export]
public Dictionary<string, float> LayoutWithSpawnRate { get; private set; }
[Export]
public Dictionary<EnemyType, float> EnemySpawnRates { get; set; } = default!;
private string _floorPath = "res://src/map/dungeon/floors/";
private DungeonFloorSetType _setType;
private void PopulateDictionary(DungeonFloorSetType setType)
{
var floorPath = _floorPath;
var floorType = string.Empty;
if (setType == DungeonFloorSetType.SetA)
floorType = "SetAFloors";
else if (setType == DungeonFloorSetType.SetB)
floorType = "SetBFloors";
var pathToScenes = $"{floorPath}/{floorType}";
var files = DirAccess.GetFilesAt(pathToScenes).Where(x => x.EndsWith(".tscn"));
var newMaps = new Dictionary<string, float>();
foreach (var file in files)
{
if (LayoutWithSpawnRate.ContainsKey($"{floorType}/{file}"))
{
var spawnRate = LayoutWithSpawnRate.TryGetValue($"{floorType}/{file}", out var currentSpawnRate);
newMaps.Add($"{floorType}/{file}", currentSpawnRate);
}
else
newMaps.Add($"{floorType}/{file}", 1.0f);
}
LayoutWithSpawnRate = newMaps;
NotifyPropertyListChanged();
}
public enum DungeonFloorSetType
{
SetA,
SetB
}
}