217 lines
6.0 KiB
C#
217 lines
6.0 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Godot;
|
|
using Godot.Collections;
|
|
using Mr.BrickAdventures.scripts.components;
|
|
using Mr.BrickAdventures.scripts.interfaces;
|
|
using Mr.BrickAdventures.scripts.Resources;
|
|
|
|
namespace Mr.BrickAdventures.Autoloads;
|
|
|
|
public partial class SkillManager : Node
|
|
{
|
|
private GameManager _gameManager;
|
|
private PlayerController _player;
|
|
|
|
[Export] public Array<SkillData> AvailableSkills { get; set; } = [];
|
|
|
|
public Dictionary ActiveComponents { get; private set; } = new();
|
|
|
|
[Signal]
|
|
public delegate void ActiveThrowSkillChangedEventHandler(BrickThrowComponent throwComponent);
|
|
[Signal]
|
|
public delegate void SkillRemovedEventHandler(SkillData skillData);
|
|
|
|
public override void _Ready()
|
|
{
|
|
_gameManager = GetNode<GameManager>("/root/GameManager");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called by the PlayerController from its _Ready method to register itself with the manager.
|
|
/// </summary>
|
|
public void RegisterPlayer(PlayerController player)
|
|
{
|
|
if (_player == player) return;
|
|
|
|
// If a player is already registered (e.g., from a previous scene), unregister it first.
|
|
if (_player != null && IsInstanceValid(_player))
|
|
{
|
|
UnregisterPlayer();
|
|
}
|
|
|
|
_player = player;
|
|
if (_player != null)
|
|
{
|
|
// Automatically unregister when the player node is removed from the scene.
|
|
_player.TreeExiting += UnregisterPlayer;
|
|
ApplyUnlockedSkills();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cleans up skills and references related to the current player.
|
|
/// </summary>
|
|
private void UnregisterPlayer()
|
|
{
|
|
if (_player != null && IsInstanceValid(_player))
|
|
{
|
|
_player.TreeExiting -= UnregisterPlayer;
|
|
RemoveAllActiveSkills();
|
|
}
|
|
_player = null;
|
|
}
|
|
|
|
public void AddSkill(SkillData skillData)
|
|
{
|
|
// Ensure a valid player is registered before adding a skill.
|
|
if (_player == null || !IsInstanceValid(_player))
|
|
{
|
|
GD.Print("SkillManager: Player not available to add skill.");
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
// Remove other throw skills if a new one is added
|
|
if (data is { Type: SkillType.Throw })
|
|
RemoveSkill(data.Name);
|
|
}
|
|
}
|
|
|
|
var instance = skillData.Node.Instantiate();
|
|
if (instance is ISkill skill)
|
|
{
|
|
// Initialize the skill with the registered player instance.
|
|
skill.Initialize(_player, skillData);
|
|
skill.Activate();
|
|
}
|
|
else
|
|
{
|
|
GD.PrintErr($"Skill scene for '{skillData.Name}' does not implement ISkill!");
|
|
instance.QueueFree();
|
|
return;
|
|
}
|
|
|
|
// Add the skill node as a child of the player.
|
|
_player.AddChild(instance);
|
|
ActiveComponents[skillData.Name] = instance;
|
|
|
|
if (instance is BrickThrowComponent btc)
|
|
{
|
|
EmitSignalActiveThrowSkillChanged(btc);
|
|
}
|
|
}
|
|
|
|
public void RemoveSkill(string skillName)
|
|
{
|
|
if (!ActiveComponents.TryGetValue(skillName, out var component))
|
|
return;
|
|
|
|
if (component.AsGodotObject() is BrickThrowComponent)
|
|
{
|
|
EmitSignalActiveThrowSkillChanged(null);
|
|
}
|
|
|
|
var inst = (Node)component;
|
|
if (inst is ISkill skill)
|
|
{
|
|
skill.Deactivate();
|
|
}
|
|
|
|
if (IsInstanceValid(inst))
|
|
inst.QueueFree();
|
|
|
|
var skills = _gameManager.GetUnlockedSkills();
|
|
foreach (var s in skills)
|
|
{
|
|
if (s.Name == skillName)
|
|
{
|
|
s.IsActive = false;
|
|
break;
|
|
}
|
|
}
|
|
ActiveComponents.Remove(skillName);
|
|
var sd = GetSkillByName(skillName);
|
|
if (sd != null) EmitSignalSkillRemoved(sd);
|
|
}
|
|
|
|
private void RemoveAllActiveSkills()
|
|
{
|
|
// Create a copy of keys to avoid modification during iteration
|
|
var keys = ActiveComponents.Keys.ToArray();
|
|
var skillNames = keys.Select(key => key.ToString()).ToList();
|
|
|
|
foreach (var skillName in skillNames)
|
|
{
|
|
RemoveSkill(skillName);
|
|
}
|
|
}
|
|
|
|
public void ApplyUnlockedSkills()
|
|
{
|
|
if (_player == null || !IsInstanceValid(_player)) return;
|
|
|
|
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);
|
|
}
|
|
} |