Traveller/scripts/map/PlayerSpawn.cs

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C#
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using System;
using ColdMint.scripts.character;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.events;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.map;
/// <summary>
/// <para>PlayerSpawn</para>
/// <para>玩家出生点</para>
/// </summary>
public partial class PlayerSpawn : Marker2D
{
private PackedScene? _playerPackedScene;
public override void _Ready()
{
base._Ready();
_playerPackedScene = GD.Load<PackedScene>("res://prefab/entitys/Character.tscn");
EventBus.MapGenerationCompleteEvent += MapGenerationCompleteEvent;
EventBus.GameReplayEvent += GameReplayEvent;
}
private void GameReplayEvent(GameReplayEvent gameReplayEvent)
{
if (GameSceneDepend.Player != null)
{
GameSceneDepend.Player.FullHpRevive();
GameSceneDepend.Player.GlobalPosition = GlobalPosition;
return;
}
SpawnPlayer();
}
/// <summary>
/// <para>Generate player instance</para>
/// <para>生成玩家实例</para>
/// </summary>
private void SpawnPlayer()
{
if (GameSceneDepend.PlayerContainer == null)
{
return;
}
if (_playerPackedScene == null)
{
LogCat.LogError("player_packed_scene_not_exist");
return;
}
var playerNode =
NodeUtils.InstantiatePackedScene<Player>(_playerPackedScene);
if (playerNode == null)
{
return;
}
//The player's parent node must be GameSceneDepend PlayerContainer.
//玩家的父节点必须是GameSceneDepend.PlayerContainer。
NodeUtils.CallDeferredAddChild(GameSceneDepend.PlayerContainer, playerNode);
var itemContainer = GameSceneDepend.HotBar?.GetItemContainer();
if (itemContainer == null)
{
//Throws an exception when the item container is empty.
//当物品容器为空时,抛出异常。
throw new NullReferenceException(TranslationServerUtils.Translate("log_item_container_is_null"));
}
playerNode.ItemContainer = itemContainer;
GameSceneDepend.Player = playerNode;
playerNode.GlobalPosition = GlobalPosition;
}
private void MapGenerationCompleteEvent(MapGenerationCompleteEvent mapGenerationCompleteEvent)
{
//After the map is generated, create the player instance.
//当地图生成完成后,创建玩家实例。
if (GameSceneDepend.Player != null)
{
//An existing player instance will not be created.
//已经存在玩家实例,不再创建。
return;
}
SpawnPlayer();
}
public override void _ExitTree()
{
base._ExitTree();
EventBus.MapGenerationCompleteEvent -= MapGenerationCompleteEvent;
EventBus.GameReplayEvent -= GameReplayEvent;
}
}