87 lines
2.6 KiB
C#
87 lines
2.6 KiB
C#
namespace GameJamDungeon;
|
|
|
|
using Chickensoft.AutoInject;
|
|
using Chickensoft.GodotNodeInterfaces;
|
|
using Chickensoft.Introspection;
|
|
using Godot;
|
|
|
|
public interface IGame : IProvide<IGameRepo>, INode3D;
|
|
|
|
[Meta(typeof(IAutoNode))]
|
|
public partial class Game : Node3D, IGame
|
|
{
|
|
public override void _Notification(int what) => this.Notify(what);
|
|
|
|
IGameRepo IProvide<IGameRepo>.Value() => GameRepo;
|
|
|
|
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 IInventoryMenu InventoryMenu { get; set; } = default!;
|
|
|
|
[Node] public Control MiniMap { get; set; } = default!;
|
|
|
|
[Node] public NavigationRegion3D NavigationRegion { get; set; } = default!;
|
|
|
|
public void Setup()
|
|
{
|
|
GameRepo = new GameRepo();
|
|
GameLogic = new GameLogic();
|
|
GameLogic.Set(GameRepo);
|
|
GameLogic.Set(AppRepo);
|
|
}
|
|
|
|
|
|
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.SetInventoryMode _) => { InventoryMenu.PopulateItems(_.Inventory); InventoryMenu.Show(); })
|
|
.Handle((in GameLogic.Output.HideInventory _) => { InventoryMenu.Hide(); InventoryMenu.ClearItems(); })
|
|
.Handle((in GameLogic.Output.ShowMiniMap _) => { MiniMap.Show(); })
|
|
.Handle((in GameLogic.Output.HideMiniMap _) => { MiniMap.Hide(); })
|
|
.Handle((in GameLogic.Output.GameOver _) => { AppRepo.OnGameOver(); });
|
|
GameLogic.Start();
|
|
|
|
GameLogic.Input(new GameLogic.Input.Initialize());
|
|
|
|
this.Provide();
|
|
}
|
|
|
|
public override void _Input(InputEvent @event)
|
|
{
|
|
if (Input.IsActionJustPressed(GameInputs.Inventory))
|
|
{
|
|
GD.Print("Inventory button pressed");
|
|
GameLogic.Input(new GameLogic.Input.InventoryMenuButtonPressed());
|
|
}
|
|
|
|
if (Input.IsActionJustPressed(GameInputs.MiniMap))
|
|
{
|
|
GD.Print("MiniMap button pressed");
|
|
GameLogic.Input(new GameLogic.Input.MiniMapButtonPressed());
|
|
}
|
|
|
|
if (Input.IsActionJustReleased(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());
|
|
}
|