Files
przygody-pana-cegly/scripts/SkillManager.cs

138 lines
3.4 KiB
C#

using Godot;
using Godot.Collections;
using Mr.BrickAdventures.Autoloads;
using Mr.BrickAdventures.scripts.interfaces;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.scripts;
public partial class SkillManager : Node
{
private GameManager _gameManager;
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
public Dictionary ActiveComponents { get; private set; } = new();
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
ApplyUnlockedSkills();
}
public void AddSkill(SkillData skillData)
{
if (ActiveComponents.ContainsKey(skillData.Name))
return;
if (skillData.Type == SkillType.Throw)
{
var unlocked = _gameManager.GetUnlockedSkills();
foreach (var sd in unlocked)
{
SkillData data = null;
foreach (var s in AvailableSkills)
{
if (s == sd)
{
data = s;
break;
}
}
if (data is { Type: SkillType.Throw })
RemoveSkill(data.Name);
}
}
var instance = skillData.Node.Instantiate();
if (instance is ISkill skill)
{
skill.Initialize(Owner);
skill.Activate();
}
else
{
GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
instance.QueueFree();
return;
}
Owner.AddChild(instance);
ActiveComponents[skillData.Name] = instance;
}
public void RemoveSkill(string skillName)
{
if (!ActiveComponents.TryGetValue(skillName, out var component))
return;
var inst = (Node)component;
if (inst is ISkill skill)
{
skill.Deactivate();
}
if (IsInstanceValid(inst))
inst.QueueFree();
var skills = _gameManager.GetUnlockedSkills();
foreach (SkillData s in skills)
{
if (s.Name == skillName)
{
s.IsActive = false;
break;
}
}
ActiveComponents.Remove(skillName);
}
public void ApplyUnlockedSkills()
{
foreach (var sd in AvailableSkills)
{
if (_gameManager.IsSkillUnlocked(sd))
{
CallDeferred(MethodName.AddSkill, sd);
}
else
{
RemoveSkill(sd.Name);
}
}
}
public SkillData GetSkillByName(string skillName)
{
foreach (var sd in AvailableSkills)
if (sd.Name == skillName) return sd;
return null;
}
public void ActivateSkill(SkillData skill)
{
if (!ActiveComponents.ContainsKey(skill.Name))
{
AddSkill(skill);
skill.IsActive = true;
}
}
public void DeactivateSkill(SkillData skill)
{
if (ActiveComponents.ContainsKey(skill.Name))
{
RemoveSkill(skill.Name);
skill.IsActive = false;
}
}
public void ToggleSkillActivation(SkillData skill)
{
if (skill == null) return;
if (ActiveComponents.ContainsKey(skill.Name))
DeactivateSkill(skill);
else
ActivateSkill(skill);
}
}