using ColdMint.scripts.character; using ColdMint.scripts.map.events; using ColdMint.scripts.utils; using Godot; namespace ColdMint.scripts.map; /// /// Ai character generation point /// Ai角色生成点 /// 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(ResPath); } EventManager.AiCharacterGenerateEvent += OnAiCharacterGenerateEvent; } /// /// When an event is triggered /// 当触发事件时 /// /// public void OnAiCharacterGenerateEvent(AiCharacterGenerateEvent aiCharacterGenerateEvent) { if (GameSceneDepend.AiCharacterContainer == null) { return; } if (_packedScene == null) { return; } var aiCharacter = NodeUtils.InstantiatePackedScene(_packedScene); if (aiCharacter == null) { return; } NodeUtils.CallDeferredAddChild(GameSceneDepend.AiCharacterContainer, aiCharacter); aiCharacter.GlobalPosition = GlobalPosition; } public override void _ExitTree() { EventManager.AiCharacterGenerateEvent -= OnAiCharacterGenerateEvent; } }