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