148 lines
4.5 KiB
C#
148 lines
4.5 KiB
C#
namespace GameJamDungeon;
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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public interface IGame : IProvide<IGameRepo>, INode3D;
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[Meta(typeof(IAutoNode))]
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public partial class Game : Node3D, IGame
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{
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public override void _Notification(int what) => this.Notify(what);
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IGameRepo IProvide<IGameRepo>.Value() => GameRepo;
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public IInstantiator Instantiator { get; set; } = default!;
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public IGameLogic GameLogic { get; set; } = default!;
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public IGameRepo GameRepo { get; set; } = default!;
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public GameLogic.IBinding GameBinding { get; set; } = default!;
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[Dependency] public IAppRepo AppRepo => this.DependOn<IAppRepo>();
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[Node] public IInventoryMenu InventoryMenu { get; set; } = default!;
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[Node] public Control MiniMap { get; set; } = default!;
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[Node] public Area3D Teleport { get; set; } = default!;
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[Node] public IDungeonFloor Overworld { get; set; } = default!;
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[Node] public IDungeonFloor Floor1 { get; set; } = default!;
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[Node] public IDungeonFloor Floor2 { get; set; } = default!;
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[Node] public IDungeonFloor Floor3 { get; set; } = default!;
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[Node] public AnimationPlayer AnimationPlayer { get; set; } = default!;
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private List<IDungeonFloor> Floors;
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private int _currentFloor = -1;
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public void Setup()
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{
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GameRepo = new GameRepo();
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GameLogic = new GameLogic();
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GameLogic.Set(GameRepo);
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GameLogic.Set(AppRepo);
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Instantiator = new Instantiator(GetTree());
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Floors = new List<IDungeonFloor> { Overworld, Floor1, Floor2, Floor3 };
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Teleport.BodyEntered += OnTeleportEntered;
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}
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private void OnTeleportEntered(Node3D body)
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{
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GameLogic.Input(new GameLogic.Input.LoadNextFloor());
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}
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public void OnResolved()
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{
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GameBinding = GameLogic.Bind();
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GameBinding
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.Handle((in GameLogic.Output.StartGame _) =>
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{
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})
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.Handle((in GameLogic.Output.LoadNextFloor _) =>
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{
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AnimationPlayer.Play("wait_and_load");
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var currentFloor = Floors.ElementAt(_currentFloor);
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currentFloor.CallDeferred(MethodName.QueueFree, []);
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if (GameRepo.EquippedWeapon.Info != null && ((WeaponInfo)GameRepo.EquippedWeapon.Info).WeaponTags.Contains(WeaponTag.BreaksOnChange))
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{
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GameRepo.InventoryItems.Value.Remove(GameRepo.EquippedWeapon);
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GameRepo.OnWeaponEquipped(new Weapon());
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}
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})
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.Handle((in GameLogic.Output.SetPauseMode output) =>
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{
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CallDeferred(nameof(SetPauseMode), output.IsPaused);
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})
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.Handle((in GameLogic.Output.SetInventoryMode _) => { InventoryMenu.PopulateItems(_.Inventory); InventoryMenu.Show(); })
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.Handle((in GameLogic.Output.HideInventory _) => { InventoryMenu.Hide(); InventoryMenu.ClearItems(); })
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.Handle((in GameLogic.Output.ShowMiniMap _) => { MiniMap.Show(); })
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.Handle((in GameLogic.Output.HideMiniMap _) => { MiniMap.Hide(); })
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.Handle((in GameLogic.Output.GameOver _) => { AppRepo.OnGameOver(); });
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GameLogic.Start();
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GameLogic.Input(new GameLogic.Input.Initialize());
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AnimationPlayer.AnimationStarted += AnimationPlayer_AnimationStarted;
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AnimationPlayer.AnimationFinished += AnimationPlayer_AnimationFinished;
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AnimationPlayer.Play("wait_and_load");
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this.Provide();
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}
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private void AnimationPlayer_AnimationStarted(StringName animName)
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{
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var newFloor = Floors.ElementAt(_currentFloor + 1);
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newFloor.CallDeferred(nameof(newFloor.InitializeDungeon), []);
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newFloor.Show();
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}
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private void AnimationPlayer_AnimationFinished(StringName animName)
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{
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var spawnPoints = GetTree().GetNodesInGroup("Exit").OfType<Marker3D>();
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Teleport.GlobalPosition = spawnPoints.Last().GlobalPosition;
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_currentFloor++;
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed(GameInputs.Inventory))
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{
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GD.Print("Inventory button pressed");
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GameLogic.Input(new GameLogic.Input.InventoryMenuButtonPressed());
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}
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if (Input.IsActionJustPressed(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button pressed");
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GameLogic.Input(new GameLogic.Input.MiniMapButtonPressed());
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}
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if (Input.IsActionJustReleased(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button released");
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GameLogic.Input(new GameLogic.Input.MiniMapButtonReleased());
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}
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}
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private void SetPauseMode(bool isPaused)
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{
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if (GetTree() != null)
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GetTree().Paused = isPaused;
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}
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public void OnStart() => GameLogic.Input(new GameLogic.Input.Start());
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}
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