Simplified level load and Utitility.Seedpackets
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parent
1631bd87ce
commit
3a5154f051
7 changed files with 15 additions and 31 deletions
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@ -995,7 +995,6 @@ metadata/_edit_lock_ = true
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[node name="Right_Eye" type="Sprite2D" parent="CanvasGroup/basic_zombie_walk/Zombie/Butt/Body/Head/HeadParticle/Head"]
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position = Vector2(-16, -8)
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scale = Vector2(1, 1)
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texture = SubResource("AtlasTexture_vcc72")
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centered = false
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offset = Vector2(-2, -2)
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@ -1003,7 +1002,6 @@ metadata/_edit_lock_ = true
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[node name="Left_Eye" type="Sprite2D" parent="CanvasGroup/basic_zombie_walk/Zombie/Butt/Body/Head/HeadParticle/Head"]
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position = Vector2(-4, -9)
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scale = Vector2(1, 1)
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texture = SubResource("AtlasTexture_kto0i")
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centered = false
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offset = Vector2(-2, -2)
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@ -1,7 +1,6 @@
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[gd_scene load_steps=16 format=3 uid="uid://bu0dh5ct387xu"]
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[gd_scene load_steps=15 format=3 uid="uid://bu0dh5ct387xu"]
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[ext_resource type="PackedScene" uid="uid://dd3yegl1xo44m" path="res://scenes/templates/level_template.tscn" id="1_vdv3d"]
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[ext_resource type="Resource" uid="uid://br3364jty1j0i" path="res://resources/levels/test_level_for_execution.tres" id="2_bpfdr"]
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[ext_resource type="Texture2D" uid="uid://b0tb2hjum40aw" path="res://assets/sprites/background_summer.png" id="3_lsqv3"]
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[ext_resource type="Script" uid="uid://84gvlkflxdhk" path="res://scripts/level/zombe_spawners/RowSpawner.cs" id="4_kn7hc"]
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[ext_resource type="Script" uid="uid://puqxp2xeg1r2" path="res://scripts/level/LevelRunner.cs" id="5_vbgdr"]
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@ -270,7 +269,6 @@ libraries = {
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}
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[node name="Data" parent="." index="1" node_paths=PackedStringArray("levelRunner", "player")]
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levelResource = ExtResource("2_bpfdr")
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levelRunner = NodePath("../LevelRunner")
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player = NodePath("../MainAnimationPlayer")
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@ -31,12 +31,8 @@ public partial class LevelController : Node
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{
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if (_isLevelRunning)
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return;
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GetTree().CreateTimer(0.001).Timeout += ()=>
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{
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RuntimeLevelData.Instance.levelResource = levelResource;
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RuntimeLevelData.Instance.StartLevel();
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};
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RuntimeLevelData.LevelResource = levelResource;
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GetTree().ChangeSceneToPacked(levelTileset);
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@ -48,7 +44,8 @@ public partial class LevelController : Node
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{
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if (_isLevelRunning == false)
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return;
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RuntimeLevelData.LevelResource = null;
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_isLevelRunning = false;
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}
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}
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@ -9,16 +9,6 @@ namespace Newlon;
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public class Utility
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{
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//
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// Code-accessed enumenators
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//
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#region Enums
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public enum EffectSlots { FREEZE, STUN, POISON, GARLIC };
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public enum DamageTypes { PHYSICAL, ICE };
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#endregion
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public const int EffectSlotCount = 4;
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public const int LineCount = 5;
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@ -32,6 +22,6 @@ public class Utility
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public static double SFX = 1.0f;
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public static double Music = 1.0f;
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public static bool Splash = false;
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public static int MaxSeedpackets = 9;
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}
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@ -39,7 +39,7 @@ public partial class ZombieLevelPreviewer : Node2D
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{
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List<ZombieResource> zombies = new();
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foreach (var wave in RuntimeLevelData.Instance.levelResource.waves)
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foreach (var wave in RuntimeLevelData.LevelResource.waves)
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{
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foreach (var spawn in wave.zombiesOrdered)
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{
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@ -8,7 +8,7 @@ public class ChoosableHandler : SeedpacketHandler, ISeedpacketPress
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public void Pressed()
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{
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if (LevelGUIElements.Instance.SeedpacketsHotbar.GetChildCount() > 9) return;
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if (LevelGUIElements.Instance.SeedpacketsHotbar.GetChildCount() >= Utility.MaxSeedpackets) return;
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_owner.disablePacket = true;
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var hotbarSeedpacket = Seedpacket.Prefab.Instantiate<Seedpacket>();
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@ -17,8 +17,6 @@ public partial class RuntimeLevelData : Node
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[Export]
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public float SunCount { get; private set; } = 0;
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[Export]
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public AdventureLevelResource levelResource;
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[Export]
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private LevelRunner levelRunner;
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[Export]
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private AnimationPlayer player;
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@ -26,6 +24,7 @@ public partial class RuntimeLevelData : Node
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public delegate void OnLevelStateChangedEventHandler(LevelStates state);
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public static RuntimeLevelData Instance { get; private set; }
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public static AdventureLevelResource LevelResource { get; set; }
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private LevelStates _currentState = LevelStates.ChooseYourSeeds;
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@ -36,9 +35,6 @@ public partial class RuntimeLevelData : Node
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Instance = this;
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GetTree().Paused = true;
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Engine.TimeScale = 1.0;
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}
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public void StartLevel()
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{
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SetLevelState(LevelStates.ChooseYourSeeds);
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}
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#region Sun
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@ -76,7 +72,7 @@ public partial class RuntimeLevelData : Node
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break;
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case LevelStates.Game:
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GetTree().Paused = false;
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levelRunner.SetLevelResource(levelResource);
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levelRunner.SetLevelResource(LevelResource);
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break;
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case LevelStates.Win:
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break;
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@ -88,6 +84,11 @@ public partial class RuntimeLevelData : Node
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{
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return _currentState;
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}
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public override void _ExitTree()
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{
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LevelController.Instance.EndLevel();
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}
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//private Array<PlantResource> _selectedPlants;
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//private bool _selected;
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