Add hero runtime
This commit is contained in:
79
godot/scripts/hero/rules/HeroRunState.cs
Normal file
79
godot/scripts/hero/rules/HeroRunState.cs
Normal file
@@ -0,0 +1,79 @@
|
||||
#nullable enable
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace SideScrollerGame.Hero.Rules;
|
||||
|
||||
public sealed class HeroRunState
|
||||
{
|
||||
public HeroRunState(string activeDifficultyId, int shieldCharges, int retryCount, HeroRuleConfig config)
|
||||
{
|
||||
ActiveDifficultyId = activeDifficultyId;
|
||||
ShieldCharges = shieldCharges;
|
||||
RetryCount = retryCount;
|
||||
m_PrimaryWeaponSlots = Enumerable.Repeat<string?>(null, config.PrimaryWeaponSlotCount).ToList();
|
||||
ResetInventory(config);
|
||||
LastStateChange = "Hero ready";
|
||||
}
|
||||
|
||||
public int FindEmptyPrimarySlot()
|
||||
{
|
||||
return m_PrimaryWeaponSlots.FindIndex(string.IsNullOrWhiteSpace);
|
||||
}
|
||||
|
||||
public void ReplacePrimaryWeaponSlot(int index, string? weaponId)
|
||||
{
|
||||
m_PrimaryWeaponSlots[index] = weaponId;
|
||||
}
|
||||
|
||||
public void ResetInventory(HeroRuleConfig config)
|
||||
{
|
||||
for (int i = 0; i < m_PrimaryWeaponSlots.Count; i++)
|
||||
{
|
||||
m_PrimaryWeaponSlots[i] = null;
|
||||
}
|
||||
|
||||
if (m_PrimaryWeaponSlots.Count > 0)
|
||||
{
|
||||
m_PrimaryWeaponSlots[0] = config.BasePrimaryWeaponId;
|
||||
}
|
||||
|
||||
SelectedPrimaryWeaponSlotIndex = 0;
|
||||
CurrentSecondaryWeaponId = config.BaseSecondaryWeaponId;
|
||||
CurrentSpecialWeaponId = config.DefaultSpecialWeaponId;
|
||||
SpecialAmmo = config.DefaultSpecialAmmo;
|
||||
SquadronMateTypeId = string.Empty;
|
||||
SquadronMateCount = 0;
|
||||
}
|
||||
|
||||
public string ActiveDifficultyId { get; set; }
|
||||
|
||||
public HeroLifeState LifeState { get; set; } = HeroLifeState.Alive;
|
||||
|
||||
public int Level { get; set; } = 1;
|
||||
|
||||
public int Points { get; set; }
|
||||
|
||||
public int ShieldCharges { get; set; }
|
||||
|
||||
public int RetryCount { get; set; }
|
||||
|
||||
public IReadOnlyList<string?> PrimaryWeaponSlots => m_PrimaryWeaponSlots;
|
||||
|
||||
public int SelectedPrimaryWeaponSlotIndex { get; set; }
|
||||
|
||||
public string CurrentSecondaryWeaponId { get; set; } = string.Empty;
|
||||
|
||||
public string CurrentSpecialWeaponId { get; set; } = string.Empty;
|
||||
|
||||
public int SpecialAmmo { get; set; }
|
||||
|
||||
public string SquadronMateTypeId { get; set; } = string.Empty;
|
||||
|
||||
public int SquadronMateCount { get; set; }
|
||||
|
||||
public string LastStateChange { get; set; } = string.Empty;
|
||||
|
||||
private readonly List<string?> m_PrimaryWeaponSlots;
|
||||
}
|
||||
Reference in New Issue
Block a user