Files
przygody-pana-cegly/scripts/components/PlayerController.cs

103 lines
2.7 KiB
C#

using System.Collections.Generic;
using Godot;
using Mr.BrickAdventures.scripts.interfaces;
namespace Mr.BrickAdventures.scripts.components;
public partial class PlayerController : Node2D
{
[Export]
public string DefaultMovementType { get; set; } = "platform";
[Export]
public Godot.Collections.Dictionary<string, NodePath> MovementTypes { get; set; }
[Export]
public Sprite2D ShipSprite { get; set; }
public IMovement CurrentMovement = null;
[Signal]
public delegate void MovementSwitchedEventHandler(string movementType);
public override void _Ready()
{
base._Ready();
foreach (var movementType in MovementTypes.Keys)
{
var movementNode = GetNodeOrNull(movementType);
if (movementNode is IMovement playerMovement)
{
playerMovement.Enabled = false;
}
}
SwitchMovement(DefaultMovementType);
}
public override void _UnhandledInput(InputEvent @event)
{
base._UnhandledInput(@event);
if (@event is InputEventKey inputEventKey && inputEventKey.IsActionPressed("switch_movement"))
{
var nextMovementType = GetNextMovementType();
SwitchMovement(nextMovementType);
}
}
private void SwitchMovement(string movementType)
{
if (CurrentMovement != null)
{
CurrentMovement.Enabled = false;
}
if (MovementTypes.TryGetValue(movementType, out var movement))
{
CurrentMovement = GetNodeOrNull<IMovement>(movement);
if (CurrentMovement == null)
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
return;
}
CurrentMovement.Enabled = true;
EmitSignalMovementSwitched(movementType);
}
else
{
GD.PushError($"Movement type '{movementType}' not found in MovementTypes.");
}
if (CurrentMovement == null)
{
GD.PushError("No current movement set after switching.");
}
}
private string GetNextMovementType()
{
var keys = new List<string>(MovementTypes.Keys);
var currentIndex = keys.IndexOf(CurrentMovement?.MovementType);
if (currentIndex == -1)
{
return DefaultMovementType;
}
currentIndex = (currentIndex + 1) % keys.Count;
return keys[currentIndex];
}
public void OnSpaceshipEntered()
{
SwitchMovement("ship");
ShipSprite.Visible = true;
}
public void OnSpaceshipExited()
{
SwitchMovement(DefaultMovementType);
ShipSprite.Visible = false;
}
}