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44 lines
1.2 KiB
GDScript

extends Node3D
class_name CharacterManager
var character_map = {}
var character_idx : int = 0
func _ready():
Global.character_mgr = self
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,pos)
character.init_after()
func get_character(id:int) -> Character:
if id in character_map:
return character_map[id] as Character
else:
return null
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