file refactor
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175 changed files with 1086 additions and 1107 deletions
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using Godot;
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using System.Collections.Generic;
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namespace Newlon.Components.Level;
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//
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// PoolContainer contains nodes that contain different elemnts that generate during runtime
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// Is not pool in traditional sense, but named like that to prevent repetition
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//
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public partial class PoolContainer : Node2D
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{
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[Export]
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public Node2D Zombies { get; private set; }
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[Export]
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public Node2D Plants { get; private set; }
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[Export]
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public Node2D Projectiles { get; private set; }
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[Export]
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public Node2D Structures { get; private set; }
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[Export]
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public Node2D Particles { get; private set; }
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public static PoolContainer Instance { get; private set; }
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public Dictionary<Vector2, Entity>[] EntityField = { new(), new(), new() };
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public override void _Ready()
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{
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Instance = this;
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}
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public bool TryGetEntity(Vector2 key, out Entity result, int layer = 1)
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{
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if (EntityField[layer].ContainsKey(key))
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{
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result = EntityField[layer][key];
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}
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else
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{
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result = null;
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}
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return EntityField[layer].ContainsKey(key)
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&& EntityField[layer][key] != null;
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}
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public bool TryGetEntity<T>(Vector2 key, out T result, int layer = 1) where T : class
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{
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if (EntityField[layer].ContainsKey(key))
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{
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result = EntityField[layer][key] as T;
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}
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else
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{
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result = null;
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}
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return EntityField[layer].ContainsKey(key)
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&& EntityField[layer][key] != null
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&& result != null;
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}
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public void SpawnParticles(PackedScene particles, Vector2 position)
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{
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var emitter = particles.Instantiate<StandardParticles>();
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Instance.Particles.AddChild(emitter);
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emitter.GlobalPosition = position;
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}
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}
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