Traveller/scripts/map/PlayerSpawn.cs

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C#
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using ColdMint.scripts.character;
using ColdMint.scripts.debug;
using ColdMint.scripts.map.events;
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");
EventManager.MapGenerationCompleteEvent += MapGenerationCompleteEvent;
EventManager.GameReplayEvent += GameReplayEvent;
}
private void GameReplayEvent(GameReplayEvent gameReplayEvent)
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.ProcessMode = ProcessModeEnum.Inherit;
GameSceneNodeHolder.Player.Position = GlobalPosition;
GameSceneNodeHolder.Player.Revive(GameSceneNodeHolder.Player.MaxHp);
return;
}
SpawnPlayer();
}
/// <summary>
/// <para>Generate player instance</para>
/// <para>生成玩家实例</para>
/// </summary>
private void SpawnPlayer()
{
if (GameSceneNodeHolder.PlayerContainer == null)
{
return;
}
if (_playerPackedScene == null)
{
LogCat.LogError("player_packed_scene_not_exist");
return;
}
var playerNode = _playerPackedScene.Instantiate();
if (playerNode is not Player player)
{
return;
}
player.ItemContainer = GameSceneNodeHolder.HotBar;
GameSceneNodeHolder.PlayerContainer.AddChild(player);
GameSceneNodeHolder.Player = player;
player.Position = GlobalPosition;
LogCat.LogWithFormat("player_spawn_debug", player.ReadOnlyCharacterName, player.Position);
}
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 (GameSceneNodeHolder.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();
EventManager.MapGenerationCompleteEvent -= MapGenerationCompleteEvent;
EventManager.GameReplayEvent -= GameReplayEvent;
}
}