Traveller/scripts/map/AiCharacterSpawn.cs

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using ColdMint.scripts.character;
using ColdMint.scripts.map.events;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map;
/// <summary>
/// <para>Ai character generation point</para>
/// <para>Ai角色生成点</para>
/// </summary>
public partial class AiCharacterSpawn : Marker2D
{
private PackedScene? _packedScene;
[Export]
public string? ResPath;
public override void _Ready()
{
base._Ready();
if (!string.IsNullOrEmpty(ResPath))
{
_packedScene = GD.Load<PackedScene>(ResPath);
}
EventManager.AiCharacterGenerateEvent += OnAiCharacterGenerateEvent;
}
/// <summary>
/// <para>When an event is triggered</para>
/// <para>当触发事件时</para>
/// </summary>
/// <param name="aiCharacterGenerateEvent"></param>
public void OnAiCharacterGenerateEvent(AiCharacterGenerateEvent aiCharacterGenerateEvent)
{
if (GameSceneNodeHolder.AiCharacterContainer == null)
{
return;
}
if (_packedScene == null)
{
return;
}
var aiCharacter = NodeUtils.InstantiatePackedScene<AiCharacter>(_packedScene);
if (aiCharacter == null)
{
return;
}
NodeUtils.CallDeferredAddChild(GameSceneNodeHolder.AiCharacterContainer, aiCharacter);
aiCharacter.GlobalPosition = GlobalPosition;
}
public override void _ExitTree()
{
EventManager.AiCharacterGenerateEvent -= OnAiCharacterGenerateEvent;
}
}