64 lines
1.5 KiB
GDScript
64 lines
1.5 KiB
GDScript
class_name SkillManager
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extends Node
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@export var available_skills: Array[SkillData] = []
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@onready var gm: GM = $"/root/GameManager"
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var active_components: Dictionary = {}
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func _ready() -> void:
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apply_unlocked_skills()
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func add_skill(skill_data: SkillData) -> void:
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if active_components.has(skill_data.name):
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return
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var skill_instance := skill_data.node.instantiate()
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for key in skill_data.config.keys():
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if key in skill_instance:
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var value = skill_data.config[key]
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var parent := get_parent()
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if value is NodePath:
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if parent.has_node(value):
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value = parent.get_node(value)
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elif skill_instance.has_node(value):
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value = skill_instance.get_node(value)
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else:
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continue
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skill_instance[key] = value
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add_child(skill_instance)
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active_components[skill_data.name] = skill_instance
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func remove_skill(skill_name: String) -> void:
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if not active_components.has(skill_name):
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return
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var skill_instance = active_components[skill_name]
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if is_instance_valid(skill_instance):
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skill_instance.queue_free()
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active_components.erase(skill_name)
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func apply_unlocked_skills() -> void:
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for skill_data in available_skills:
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if gm.is_skill_unlocked(skill_data.name):
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print("Applying skill: ", skill_data.name)
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add_skill(skill_data)
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else:
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remove_skill(skill_data.name)
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func get_skill_by_name(skill_name: String) -> SkillData:
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for skill_data in available_skills:
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if skill_data.name == skill_name:
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return skill_data
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return null
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