TowerDefense/Scripts/PlayerManager.gd
2025-08-30 20:36:48 +02:00

155 lines
4.2 KiB
GDScript

extends Node3D
class_name PlayerManager
const towerListResource := preload("res://Towers/towers.tres")
enum STATE { IDLE, PLACING }
var _state := STATE.IDLE
@onready var selected_tower : Tower = null
var selected_tower_type : Tower.TYPES = Tower.TYPES.NONE
@onready var cam : Camera3D = $"../Camera3D"
@onready var the_cube : TheCube = %TheCube
@onready var selection_icon : Sprite3D = $Sprite3DSelection
var towers : Dictionary
var selected_collider : CollisionObject3D
func _ready() -> void:
EventBus.tower_selected.connect(selectTower)
#$AnimationPlayer.play("arrow_bobbing")
func _process(delta: float) -> void:
handle_player_controls()
if Input.is_action_just_pressed("build"):
if not selected_collider:
return
if selected_collider.collision_layer == 1:
build_tower()
if selected_collider is TheCube:
EventBus.open_shop.emit()
else:
EventBus.close_shop.emit()
if Input.is_action_just_pressed("rest"):
if _state == STATE.PLACING:
quit_placing()
EventBus.close_shop.emit()
if selected_collider is Tower:
selected_collider.is_rest = true
selected_collider.global_position = Vector3.ZERO
emitTeamChanges()
func handle_player_controls() -> void:
var space_state : PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var mouse_pos : Vector2 = get_viewport().get_mouse_position()
var origin : Vector3 = cam.project_ray_origin(mouse_pos)
var end : Vector3 = origin + cam.project_ray_normal(mouse_pos) * 100
var ray : PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(origin, end)
ray.collide_with_bodies = true
var ray_result : Dictionary = space_state.intersect_ray(ray)
if ray_result.is_empty():
visible = false
selected_collider = null
return
selected_collider = ray_result.get("collider")
visible = true
selection_icon.visible = true
global_position = selected_collider.global_position
global_position += Vector3(0.0,0.02,0.0)
if _state == STATE.PLACING:
selected_tower.sprite.modulate = "ff4545c8" #If the tower can't be placed he is red
selection_icon.visible = false
if selected_collider is BuildTile: #if we are placing a tower, hide the selector model
selected_tower.sprite.modulate = "61ff45c8" #If the tower can be placed he is green
func place_tower() -> void:
_state = STATE.PLACING
selected_tower = towerListResource.getTowerSceneById(selected_tower_type).instantiate()
towers.set(selected_tower_type, selected_tower)
add_child(selected_tower)
selected_tower.can_shoot = false
selected_tower.collision_layer = 0
selected_tower.show_price_tag()
func quit_placing() -> void:
_state = STATE.IDLE
# Refactoriser ce code
func build_tower() -> void:
if !visible || !selected_tower:
return
if not selected_tower.builded && selected_tower.price > the_cube.money:
#Can't build
print("Too costly")
return
if selected_tower.is_rest:
if not selected_tower.builded:
#Build Tower
EventBus.money_spent.emit(selected_tower.price)
selected_tower.can_shoot = true
selected_tower.collision_layer = 3
selected_tower.sprite.modulate = "ffffffff"
selected_tower.hide_price_tag()
selected_tower.builded = true
EventBus.tower_builded.emit(selected_tower)
remove_child(selected_tower)
$"../Towers".add_child(selected_tower)
quit_placing()
selected_tower.is_rest = false
move_tower()
emitTeamChanges()
func selectTower(towerType : Tower.TYPES):
if selected_tower && not selected_tower.builded:
selected_tower.visible = false
if towerType == selected_tower_type:
selected_tower = null
selected_tower_type = Tower.TYPES.NONE
_state = STATE.IDLE
return
selected_tower_type = towerType
if towers.has(towerType):
_state = STATE.IDLE
selected_tower = towers.get(towerType)
selected_tower.visible = true
else:
place_tower()
func move_tower():
selected_tower.global_position = global_position
func emitTeamChanges() -> void:
var team_in_action : int = 0
var team_in_rest : int = 0
var tower_count : int = 0
for towerType in towers:
var tower : Tower = towers[towerType]
if tower.builded:
tower_count += 1
if tower.is_rest:
team_in_rest += 1
else:
team_in_action += 1
EventBus.team_in_action_changed.emit(team_in_action)
EventBus.team_in_rest_changed.emit(team_in_rest)
EventBus.tower_count_changed.emit(tower_count)