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			107 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			GDScript
		
	
			
		
		
	
	
			107 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			GDScript
		
	
| extends Node3D
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| class_name CharacterManager
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| 
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| var character_map: Dictionary = {}
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| var character_idx: int        = 0
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| var player_id: int
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| 
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| 
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| func _ready():
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| 	Global.character_mgr = self
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| 	SignalManager.level_loading_start.connect(on_level_loading_start)
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| 	SignalManager.level_loading_end.connect(on_level_loading_end)
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| 
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| 
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| func on_level_loading_start():
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| 	var player: Character = get_player()
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| 	if player:
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| 		player.add_buff("freeze", -1)
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| 		clear()
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| 
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| 
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| func on_level_loading_end():
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| 	var player: Character = get_player()
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| 	if player: player.remove_buff("freeze")
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| 
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| 
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| func create_character(cfg: CharacterCfg, team: Enum.ETeam, pos: Vector3, dir: Vector2 = Vector2.RIGHT, owner_id: int = 0)->Character:
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| 	var characterNode: Node
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| 	match cfg.type:
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| 		Enum.ECharacterType.Player: characterNode = ResourceManager.scene_player.instantiate()
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| 		Enum.ECharacterType.Monster: characterNode = ResourceManager.scene_monster.instantiate()
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| 		Enum.ECharacterType.Bullet: characterNode = ResourceManager.scene_bullet.instantiate()
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| 		Enum.ECharacterType.Soul: characterNode = ResourceManager.scene_soul.instantiate()
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| 		_: return null
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| 	add_child(characterNode)
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| 	characterNode.name = cfg.name
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| 	var character: Character = characterNode as Character
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| 	character_idx += 1
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| 	character_map[character_idx]=character
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| 	character.init(character_idx, cfg, team, owner_id)
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| 	character.set_material(ResourceManager.material_character.duplicate(), ResourceManager.material_character_sub.duplicate())
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| 	character.set_pos(pos)
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| 	SignalManager.character_create.emit(character_idx, cfg.type, character.ui_pos())
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| 	if int(cfg.type) == Enum.ECharacterType.Player:
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| 		player_id = character_idx
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| 	character.init_after()
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| 	character.move_to(dir)
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| 	if cfg.sub_character and cfg.sub_character_auto_create:
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| 		var sub: Character = create_character(cfg.sub_character, team, pos, dir, character_idx )
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| 		character.set_status("sub_character_id", sub.id())
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| 
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| 	return character
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| 
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| 
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| func destroy_character(id: int) -> void:
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| 	if not id in character_map:
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| 		return
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| 	var character_destroy: Character = character_map[id] as Character
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| 	character_destroy.queue_free()
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| 	character_map.erase(id)
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| 	for key in character_map:
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| 		var character: Character = character_map[key] as Character
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| 		if character.target() == id:
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| 			character.set_target(0)
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| 	return
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| 
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| 
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| func clear() -> void:
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| 	var destroy_list: Array[int] = []
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| 	var player: Character        = get_player()
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| 	for id in character_map:
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| 		if id == player.id():
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| 			continue
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| 		if id == player.get_status("sub_character_id"):
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| 			continue
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| 		destroy_list.append(id)
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| 	for id in destroy_list:
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| 		SignalManager.character_die.emit(id)
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| 		destroy_character(id)
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| 
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| 
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| func get_character(id: int) -> Character:
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| 	if id in character_map:
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| 		return character_map[id] as Character
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| 	else:
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| 		return null
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| 
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| 
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| func get_player() -> Character:
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| 	return get_character(player_id)
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| 
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| 
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| func get_player_id() -> int:
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| 	return player_id
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| 
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| 
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| func get_enemy_list(id: int) -> Array[Character]:
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| 	var ret: Array[Character] = []
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| 	var target: Character     = get_character(id)
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| 	if !target:
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| 		return ret
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| 	for key in character_map:
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| 		var character: Character = character_map[key] as Character
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| 		if character.team() != target.team():
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| 			ret.append(character)
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| 	return ret
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