newlon/scripts/level/PoolContainer.cs

74 lines
2.6 KiB
C#

using Godot;
using System.Collections.Generic;
using Newlon.Particles;
namespace Newlon.Components.Level;
//
// PoolContainer contains nodes that contain different elemnts that generate during runtime
// Is not pool in traditional sense, but named like that to prevent repetition
//
public partial class PoolContainer : Node2D
{
[Export]
public Node2D Zombies { get; private set; }
[Export]
public Node2D Plants { get; private set; }
[Export]
public Node2D Projectiles { get; private set; }
[Export]
public Node2D Structures { get; private set; }
[Export]
public Node2D Particles { get; private set; }
public static PoolContainer Instance { get; private set; }
//public Dictionary<Vector2, Entity>[] EntityField = { new(), new(), new() };
private readonly Entity[,] EntityField = new Entity[3,FieldParams.ColumnsCount * FieldParams.RowsCount];
public override void _EnterTree()
{
Instance = this;
}
public bool TryGetEntity<T>(Vector2 positionVector, out T result, int layer = 1) where T : Entity
{
var position = VectorToIndex(positionVector);
result = EntityField[layer, position] as T;
return EntityField[layer,position] != null
&& result != null;
}
public bool TrySetEntity(Vector2 positionVector, Entity whatToSet, int layer = 1)
{
var position = VectorToIndex(positionVector);
if (IsPositionVacant(positionVector, layer) == false) return false;
EntityField[layer, position] = whatToSet;
return true;
}
public bool IsPositionVacant(Vector2 positionVector, int layer = 1)
{
return EntityField[layer, VectorToIndex(positionVector)] == null;
}
public void RemoveEntity(Vector2 positionVector, int layer = 1)
{
EntityField[layer, VectorToIndex(positionVector)] = null;
}
public static int VectorToIndex(Vector2 vector)
{
var intedVec = (vector - FieldParams.LeftFieldBoundary) / FieldParams.Tile;
return (int)intedVec.X + (int)intedVec.Y * FieldParams.ColumnsCount;
}
public void SpawnParticles(PackedScene particles, Vector2 position, float rotation = 0)
{
var emitter = particles.Instantiate<StandardParticles>();
Instance.Particles.AddChild(emitter);
emitter.GlobalPosition = position;
emitter.GlobalRotation = rotation;
}
public void SpawnParticles(PackedScene particles, Transform2D transform)
{
var emitter = particles.Instantiate<StandardParticles>();
Instance.Particles.AddChild(emitter);
emitter.GlobalTransform = transform;
}
}