Files
MovementTests/maps/_templates/MainSceneTemplate.cs

94 lines
3.0 KiB
C#

using Godot;
using System;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Godot.Core;
using Gamesmiths.Forge.Tags;
using Movementtests.interfaces;using Movementtests.managers;
using Movementtests.systems;
[Meta(
typeof(IAutoOn),
typeof(IAutoConnect),
typeof(IProvider)
)]
public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>, IProvide<TagsManager>, IProvide<CuesManager>
{
public override void _Notification(int what) => this.Notify(what);
#region Nodes
[Node("PlayerFellRespawn")] public required Marker3D PlayerRespawnMarker { get; set; }
[Node("AnimationPlayer")] public required AnimationPlayer AnimationPlayer { get; set; }
[Node("PlayerFellTP")] public required Area3D PlayerFellPlane { get; set; }
[Node("DeathPlane")] public required Area3D DeathPlane { get; set; }
#endregion
private Node3D? Respawnabble { get; set; }
#region Exports
[Export] public WeaponInventory? InitialWeaponInventory { get; set; }
#endregion
public required InventoryManager InventoryManager { get; set; }
InventoryManager IProvide<InventoryManager>.Value() => InventoryManager;
TagsManager IProvide<TagsManager>.Value() => ForgeManagers.Instance.TagsManager;
CuesManager IProvide<CuesManager>.Value() => ForgeManagers.Instance.CuesManager;
public void OnReady()
{
PlayerFellPlane.BodyEntered += StartResetPlayerAnimation;
DeathPlane.BodyEntered += KillEnemy;
InventoryManager = new InventoryManager();
if (InitialWeaponInventory != null)
InventoryManager.InitializeFromResource(InitialWeaponInventory);
AddChild(InventoryManager);
this.Provide();
}
public void OnProvided()
{
// You can optionally implement this method. It gets called once you call
// this.Provide() to inform AutoInject that the provided values are now
// available.
}
public void ResetPlayerPosition()
{
if (Respawnabble == null || PlayerRespawnMarker == null) throw new Exception("Player or respawn marker is null");
Respawnabble.GlobalPosition = PlayerRespawnMarker.GlobalPosition;
}
public void StartResetPlayerAnimation(Node3D body)
{
if (body is WeaponSystem weapon)
{
if (PlayerRespawnMarker == null) throw new Exception("Respawn marker is null");
weapon.GlobalPosition = PlayerRespawnMarker.GlobalPosition;
weapon.SetLinearVelocity(Vector3.Down);
return;
}
Respawnabble = body as PlayerController;
if (Respawnabble == null || AnimationPlayer == null) throw new Exception("Player or anim player is null");
AnimationPlayer.Play("player_fell");
}
public void KillEnemy(Node3D body)
{
if (body is not (IKillable killable and IHealthable healthable))
{
body.QueueFree();
return;
}
killable.Kill(healthable);
}
}