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58 lines
1.6 KiB
GDScript
58 lines
1.6 KiB
GDScript
extends Node3D
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class_name CharacterManager
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var character_map = {}
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var character_idx : int = 0
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var player_id : int
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func _ready():
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Global.character_mgr = self
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func create_character(cfg:CharacterCfg,team:Enum.ETeam,pos:Vector3):
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var characterNode:Node
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match cfg.type:
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Enum.ECharacterType.Player:
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characterNode = ResourceManager.scene_player.instantiate()
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Enum.ECharacterType.Monster:
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characterNode = ResourceManager.scene_monster.instantiate()
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add_child(characterNode)
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characterNode.name = cfg.name
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var 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)
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character.set_material(ResourceManager.material_character.duplicate())
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character.set_pos(pos)
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SignalManager.character_create.emit(character_idx,team,pos)
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character.init_after()
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if cfg.type == Enum.ECharacterType.Player:
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player_id = character_idx
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func destroy_character(id:int):
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if not id in character_map:
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return
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var character = character_map[id] as Character
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character_map.erase(id)
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character.queue_free()
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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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func get_player() -> Character:return get_character(player_id)
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func get_player_id() -> int:return player_id
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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 = 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_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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