Files
GameJamDungeon/src/game/Game.cs

136 lines
4.0 KiB
C#

namespace GameJamDungeon;
using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using DialogueManagerRuntime;
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
public interface IGame : IProvide<IGameRepo>, IProvide<IGame>, INode3D
{
public void ToggleInventory();
}
[Meta(typeof(IAutoNode))]
public partial class Game : Node3D, IGame
{
public override void _Notification(int what) => this.Notify(what);
IGameRepo IProvide<IGameRepo>.Value() => GameRepo;
IGame IProvide<IGame>.Value() => this;
public IInstantiator Instantiator { get; set; } = default!;
public IGameLogic GameLogic { get; set; } = default!;
public IGameRepo GameRepo { get; set; } = default!;
public GameLogic.IBinding GameBinding { get; set; } = default!;
[Dependency] public IAppRepo AppRepo => this.DependOn<IAppRepo>();
[Node] public IMap Map { get; set; } = default!;
[Node] public DialogueController DialogueController { get; set; } = default!;
[Node] public IPauseMenu PauseMenu { get; set; } = default!;
[Node] public FloorClearMenu FloorClearMenu { get; set; } = default!;
[Node] public DeathMenu DeathMenu { get; set; } = default!;
[Node] public InGameUI InGameUI { get; set; } = default!;
public void Setup()
{
GameRepo = new GameRepo();
GameLogic = new GameLogic();
GameLogic.Set(GameRepo);
GameLogic.Set(AppRepo);
Instantiator = new Instantiator(GetTree());
FloorClearMenu.TransitionCompleted += OnFloorClearTransitionCompleted;
}
private void OnFloorClearTransitionCompleted()
{
GameLogic.Input(new GameLogic.Input.FloorClearTransitioned());
}
public void Exit()
{
GameLogic.Input(new GameLogic.Input.LoadNextFloor());
GameRepo.Resume();
}
public void OnResolved()
{
GameBinding = GameLogic.Bind();
GameBinding
.Handle((in GameLogic.Output.StartGame _) =>
{
InGameUI.Show();
GameRepo.SetPlayerGlobalPosition(Map.GetPlayerSpawnPoint());
})
.Handle((in GameLogic.Output.SetPauseMode output) => CallDeferred(nameof(SetPauseMode), output.IsPaused))
.Handle((in GameLogic.Output.ShowPauseMenu _) =>
{
PauseMenu.Show();
PauseMenu.FadeIn();
})
.Handle((in GameLogic.Output.HidePauseMenu _) => { PauseMenu.Hide(); })
.Handle((in GameLogic.Output.ExitPauseMenu _) => { PauseMenu.FadeOut(); })
.Handle((in GameLogic.Output.ShowFloorClearMenu _) => { FloorClearMenu.Show(); FloorClearMenu.FadeIn(); })
.Handle((in GameLogic.Output.SetInventoryMode _) => { InGameUI.ShowInventoryScreen(); })
.Handle((in GameLogic.Output.HideInventory _) => { InGameUI.HideInventoryScreen(); })
.Handle((in GameLogic.Output.ShowMiniMap _) => { InGameUI.ShowMiniMap(); })
.Handle((in GameLogic.Output.HideMiniMap _) => { InGameUI.HideMiniMap(); })
.Handle((in GameLogic.Output.ShowLostScreen _) => { DeathMenu.Show(); DeathMenu.FadeIn(); })
.Handle((in GameLogic.Output.ExitLostScreen _) => { DeathMenu.FadeOut(); });
GameLogic.Start();
GameLogic.Input(new GameLogic.Input.Initialize());
this.Provide();
}
public void ToggleInventory()
{
GameLogic.Input(new GameLogic.Input.InventoryMenuToggle());
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Inventory))
{
GD.Print("Inventory button pressed");
GameLogic.Input(new GameLogic.Input.InventoryMenuToggle());
}
if (@event.IsActionPressed(GameInputs.MiniMap))
{
GD.Print("MiniMap button pressed");
GameLogic.Input(new GameLogic.Input.MiniMapButtonPressed());
}
if (@event.IsActionReleased(GameInputs.MiniMap))
{
GD.Print("MiniMap button released");
GameLogic.Input(new GameLogic.Input.MiniMapButtonReleased());
}
}
private void SetPauseMode(bool isPaused)
{
if (GetTree() != null)
GetTree().Paused = isPaused;
}
public void OnStart() => GameLogic.Input(new GameLogic.Input.Start());
}