112 lines
3.2 KiB
C#
112 lines
3.2 KiB
C#
using System.Collections.Generic;
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using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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[GlobalClass]
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public partial class PlayerController : CharacterBody2D
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{
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[Export] private Node MovementAbilitiesContainer { get; set; }
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[Export] public MovementPreset DefaultPreset { get; set; }
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[Signal] public delegate void JumpInitiatedEventHandler();
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[Signal] public delegate void MovementAbilitiesChangedEventHandler();
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public Vector2 LastDirection { get; private set; } = Vector2.Right;
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public Vector2 PreviousVelocity { get; private set; } = Vector2.Zero;
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private List<MovementAbility> _abilities = [];
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private PlayerInputHandler _inputHandler;
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public IReadOnlyList<MovementAbility> GetActiveAbilities() => _abilities;
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public override void _Ready()
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{
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SkillManager.Instance?.RegisterPlayer(this);
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// Wire HealthComponent signals to global EventBus events
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var health = GetNodeOrNull<HealthComponent>("HealthComponent");
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if (health != null)
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{
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health.Death += () => EventBus.EmitPlayerDied(GlobalPosition);
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health.HealthChanged += (delta, total) =>
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{
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if (delta < 0f) EventBus.EmitPlayerDamaged(Mathf.Abs(delta), total, GlobalPosition);
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else EventBus.EmitPlayerHealed(delta, total, GlobalPosition);
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};
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}
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_inputHandler = GetNode<PlayerInputHandler>("PlayerInputHandler");
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if (DefaultPreset != null)
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ApplyPreset(DefaultPreset);
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EmitSignalMovementAbilitiesChanged();
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EventBus.EmitPlayerSpawned(this);
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}
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public override void _PhysicsProcess(double delta)
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{
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var velocity = Velocity;
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foreach (var ability in _abilities)
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{
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velocity = ability.ProcessMovement(velocity, delta);
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}
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if (_inputHandler.MoveDirection.X != 0)
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{
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LastDirection = new Vector2(_inputHandler.MoveDirection.X > 0 ? 1 : -1, 0);
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}
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PreviousVelocity = Velocity;
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Velocity = velocity;
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MoveAndSlide();
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}
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public void ApplyPreset(MovementPreset preset)
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{
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if (preset == null) return;
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ClearMovementAbilities();
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Velocity = Vector2.Zero;
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foreach (var scene in preset.Abilities)
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{
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if (scene != null)
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AddAbility(scene.Instantiate<MovementAbility>());
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}
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EmitSignalMovementAbilitiesChanged();
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}
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public void AddAbility(MovementAbility ability)
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{
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MovementAbilitiesContainer.AddChild(ability);
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ability.Initialize(this);
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_abilities.Add(ability);
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}
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public void ClearMovementAbilities()
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{
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foreach (var ability in _abilities)
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{
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ability.QueueFree();
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}
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_abilities.Clear();
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}
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public void RemoveAbility<T>() where T : MovementAbility
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{
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for (var i = _abilities.Count - 1; i >= 0; i--)
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{
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if (_abilities[i] is T)
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{
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var ability = _abilities[i];
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_abilities.RemoveAt(i);
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ability.QueueFree();
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break;
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}
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}
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}
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}
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