|  |  |  | extends Node3D | 
					
						
							|  |  |  | class_name CharacterManager | 
					
						
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							|  |  |  | var character_map = {} | 
					
						
							|  |  |  | var character_idx : int = 0 | 
					
						
							|  |  |  | var player_id : int | 
					
						
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							|  |  |  | func _ready(): | 
					
						
							|  |  |  | 	Global.character_mgr = self | 
					
						
							|  |  |  | 	SignalManager.level_loading_start.connect(on_level_loading_start) | 
					
						
							|  |  |  | 	SignalManager.level_loading_end.connect(on_level_loading_end) | 
					
						
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							|  |  |  | func on_level_loading_start(): | 
					
						
							|  |  |  | 	var player = get_player() | 
					
						
							|  |  |  | 	if player: | 
					
						
							|  |  |  | 		player.add_buff("freeze",-1) | 
					
						
							|  |  |  | 		for enemy in get_enemy_list(player_id): | 
					
						
							|  |  |  | 			SignalManager.character_die.emit(enemy.id()) | 
					
						
							|  |  |  | 			destroy_character(enemy.id()) | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | func on_level_loading_end(): | 
					
						
							|  |  |  | 	var player = get_player() | 
					
						
							|  |  |  | 	if player:player.remove_buff("freeze") | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | func create_character(cfg:CharacterCfg,team:Enum.ETeam,pos:Vector3): | 
					
						
							|  |  |  | 	var characterNode:Node | 
					
						
							|  |  |  | 	match cfg.type: | 
					
						
							|  |  |  | 		Enum.ECharacterType.Player: | 
					
						
							|  |  |  | 			characterNode = ResourceManager.scene_player.instantiate() | 
					
						
							|  |  |  | 		Enum.ECharacterType.Monster: | 
					
						
							|  |  |  | 			characterNode = ResourceManager.scene_monster.instantiate() | 
					
						
							|  |  |  | 	add_child(characterNode) | 
					
						
							|  |  |  | 	characterNode.name = cfg.name | 
					
						
							|  |  |  | 	var character = characterNode as Character | 
					
						
							|  |  |  | 	character_idx += 1 | 
					
						
							|  |  |  | 	character_map[character_idx]=character | 
					
						
							|  |  |  | 	character.init(character_idx,cfg,team) | 
					
						
							|  |  |  | 	character.set_material(ResourceManager.material_character.duplicate()) | 
					
						
							|  |  |  | 	character.set_pos(pos) | 
					
						
							|  |  |  | 	SignalManager.character_create.emit(character_idx,team,character.ui_pos()) | 
					
						
							|  |  |  | 	character.init_after() | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	if cfg.type == Enum.ECharacterType.Player: | 
					
						
							|  |  |  | 		player_id = character_idx | 
					
						
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							|  |  |  | func destroy_character(id:int): | 
					
						
							|  |  |  | 	if not id in character_map: | 
					
						
							|  |  |  | 		return | 
					
						
							|  |  |  | 	var character = character_map[id] as Character | 
					
						
							|  |  |  | 	character_map.erase(id) | 
					
						
							|  |  |  | 	character.queue_free() | 
					
						
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							|  |  |  | func get_character(id:int) -> Character: | 
					
						
							|  |  |  | 	if id in character_map: | 
					
						
							|  |  |  | 		return character_map[id] as Character | 
					
						
							|  |  |  | 	else: | 
					
						
							|  |  |  | 		return null | 
					
						
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							|  |  |  | func get_player() -> Character:return get_character(player_id) | 
					
						
							|  |  |  | func get_player_id() -> int:return player_id | 
					
						
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							|  |  |  | func get_enemy_list(id:int) -> Array[Character]: | 
					
						
							|  |  |  | 	var ret:Array[Character] = [] | 
					
						
							|  |  |  | 	var target = get_character(id) | 
					
						
							|  |  |  | 	if !target: | 
					
						
							|  |  |  | 		return ret | 
					
						
							|  |  |  | 	for key in character_map: | 
					
						
							|  |  |  | 		var character = character_map[key] as Character | 
					
						
							|  |  |  | 		if character.team() != target.team(): | 
					
						
							|  |  |  | 			ret.append(character) | 
					
						
							|  |  |  | 	return ret |