2024-06-03 14:58:59 +00:00
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using ColdMint.scripts.character;
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2024-10-08 08:11:51 +00:00
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using ColdMint.scripts.map.room;
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2024-06-10 13:05:18 +00:00
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using ColdMint.scripts.utils;
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2024-06-03 14:58:59 +00:00
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using Godot;
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namespace ColdMint.scripts.map;
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/// <summary>
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/// <para>Ai character generation point</para>
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/// <para>Ai角色生成点</para>
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/// </summary>
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public partial class AiCharacterSpawn : Marker2D, ISpawnMarker
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{
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[Export] private string[]? _resPathArray;
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2024-10-08 14:04:37 +00:00
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public Node2D? Spawn(int waveNumber)
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{
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if (GameSceneDepend.AiCharacterContainer == null)
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{
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return null;
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}
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if (_resPathArray == null)
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{
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return null;
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}
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if (waveNumber < 0 || waveNumber >= _resPathArray.Length)
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{
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return null;
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}
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var resPath = _resPathArray[waveNumber];
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if (string.IsNullOrEmpty(resPath))
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{
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return null;
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}
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2024-10-09 02:49:10 +00:00
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var packedScene = ResourceLoader.Load<PackedScene>(resPath);
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if (packedScene == null)
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{
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return null;
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}
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var aiCharacter = NodeUtils.InstantiatePackedScene<AiCharacter>(packedScene);
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if (aiCharacter == null)
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{
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return null;
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}
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2024-06-24 14:19:12 +00:00
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2024-09-01 15:24:35 +00:00
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NodeUtils.CallDeferredAddChild(GameSceneDepend.AiCharacterContainer, aiCharacter);
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2024-06-25 14:11:19 +00:00
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aiCharacter.GlobalPosition = GlobalPosition;
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return aiCharacter;
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}
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public int GetMaxWaveNumber()
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{
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return _resPathArray?.Length ?? 0;
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}
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public bool CanQueueFree()
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{
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return true;
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}
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public void DoQueueFree()
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{
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QueueFree();
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}
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}
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