mirror of
https://github.com/MartinKral/Slash-The-Hordes
synced 2024-12-26 11:48:54 +00:00
143 lines
5.1 KiB
TypeScript
143 lines
5.1 KiB
TypeScript
import { Component, random, randomRange, Vec3, _decorator } from "cc";
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import { ISignal } from "../../Services/EventSystem/ISignal";
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import { Signal } from "../../Services/EventSystem/Signal";
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import { ItemSettings } from "../Data/GameSettings";
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import { GameResult } from "../Game";
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import { GameModalLauncher } from "../ModalWIndows/GameModalLauncher";
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import { Enemy } from "../Unit/Enemy/Enemy";
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import { EnemyManager } from "../Unit/Enemy/EnemyManager";
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import { Player } from "../Unit/Player/Player";
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import { Item } from "./Item";
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import { ItemSpawner } from "./ItemSpawner";
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import { ItemType } from "./ItemType";
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import { PickupEffectManager } from "./PickupEffect/PickupEffectManager";
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const { ccclass, property } = _decorator;
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@ccclass("ItemManager")
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export class ItemManager extends Component {
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@property(ItemSpawner) private xpSpawner: ItemSpawner;
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@property(ItemSpawner) private goldSpawner: ItemSpawner;
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@property(ItemSpawner) private healthPotionSpawner: ItemSpawner;
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@property(ItemSpawner) private magnetSpawner: ItemSpawner;
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@property(ItemSpawner) private chestSpawner: ItemSpawner;
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@property(PickupEffectManager) private pickupEffectManager: PickupEffectManager;
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private player: Player;
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private gameResult: GameResult;
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private modalLauncher: GameModalLauncher;
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private healthPerPotion: number;
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private pickupEvent = new Signal<ItemType>();
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private itemTypeToAction = new Map<ItemType, () => void>();
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public init(enemyManager: EnemyManager, player: Player, gameResult: GameResult, modalLauncher: GameModalLauncher, settings: ItemSettings): void {
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this.player = player;
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this.gameResult = gameResult;
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this.modalLauncher = modalLauncher;
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this.healthPerPotion = settings.healthPerPotion;
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enemyManager.EnemyAddedEvent.on(this.addEnemyListeners, this);
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enemyManager.EnemyRemovedEvent.on(this.removeEnemyListeners, this);
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this.xpSpawner.init();
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this.goldSpawner.init();
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this.healthPotionSpawner.init();
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this.magnetSpawner.init();
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this.chestSpawner.init();
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this.pickupEffectManager.init();
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this.itemTypeToAction.set(ItemType.XP, this.addXP.bind(this));
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this.itemTypeToAction.set(ItemType.Gold, this.addGold.bind(this));
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this.itemTypeToAction.set(ItemType.HealthPotion, this.useHealthPotion.bind(this));
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this.itemTypeToAction.set(ItemType.Magnet, this.activateMagnet.bind(this));
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this.itemTypeToAction.set(ItemType.Chest, this.openChest.bind(this));
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}
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public get PickupEvent(): ISignal<ItemType> {
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return this.pickupEvent;
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}
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public pickupItem(item: Item): void {
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if (!this.itemTypeToAction.has(item.ItemType)) throw new Error("Does not have behaviour set for " + item.ItemType);
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this.pickupEffectManager.showEffect(item.node.worldPosition);
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this.itemTypeToAction.get(item.ItemType)();
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this.pickupEvent.trigger(item.ItemType);
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item.pickup();
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}
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private addXP(): void {
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this.player.Level.addXp(1);
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}
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private addGold(): void {
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this.gameResult.goldCoins++;
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}
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private useHealthPotion(): void {
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this.player.Health.heal(this.healthPerPotion);
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}
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private activateMagnet(): void {
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this.player.Magnet.activate();
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}
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private openChest(): void {
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this.modalLauncher.showChestModal();
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}
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private addEnemyListeners(enemy: Enemy): void {
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enemy.DeathEvent.on(this.trySpawnItems, this);
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}
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private removeEnemyListeners(enemy: Enemy): void {
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enemy.DeathEvent.off(this.trySpawnItems);
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}
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private trySpawnItems(enemy: Enemy): void {
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this.trySpawnXP(enemy);
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this.trySpawnGold(enemy);
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ItemManager.trySpawnOnce(enemy.HealthPotionRewardChance, this.healthPotionSpawner, this.getRandomPosition(enemy));
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ItemManager.trySpawnOnce(enemy.MagnetRewardChance, this.magnetSpawner, this.getRandomPosition(enemy));
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ItemManager.trySpawnOnce(enemy.ChestRewardChance, this.chestSpawner, this.getRandomPosition(enemy));
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}
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private trySpawnXP(enemy: Enemy): void {
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for (let index = 0; index < enemy.XPReward; index++) {
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this.xpSpawner.spawn(this.getRandomPosition(enemy));
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}
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}
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private trySpawnGold(enemy: Enemy): void {
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if (enemy.GoldReward <= 0) return;
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if (enemy.GoldReward < 1) {
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if (random() < enemy.GoldReward) {
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this.goldSpawner.spawn(enemy.node.worldPosition);
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}
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} else {
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for (let i = 0; i < enemy.GoldReward; i++) {
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this.goldSpawner.spawn(this.getRandomPosition(enemy));
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}
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}
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}
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private static trySpawnOnce(chance: number, itemSpawner: ItemSpawner, worldPosition: Vec3): void {
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if (random() < chance) {
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itemSpawner.spawn(worldPosition);
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}
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}
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private getRandomPosition(enemy: Enemy): Vec3 {
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const position: Vec3 = enemy.node.worldPosition;
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position.x += randomRange(-15, 15);
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position.y += randomRange(-15, 15);
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return position;
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}
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}
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