map switching
parent
72a1ace2f1
commit
df6b75613c
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@ -17,12 +17,15 @@ namespace SupaLidlGame.BoundingBoxes
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[Export]
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[Export]
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public string ToConnector { get; set; }
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public string ToConnector { get; set; }
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[Export]
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public string Identifier { get; set; }
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/// <summary>
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/// <summary>
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/// Determines if the connector requires the user to interact to enter
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/// Determines if the connector requires the user to interact to enter
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/// the connector
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/// the connector
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/// </summary>
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/// </summary>
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[Export]
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[Export]
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public bool RequiresInteraction { get; set; } = true;
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public bool RequiresInteraction { get; set; } = false;
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[Export]
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[Export]
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public CollisionShape2D Collision { get; set; }
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public CollisionShape2D Collision { get; set; }
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@ -55,10 +58,13 @@ namespace SupaLidlGame.BoundingBoxes
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public override void _Process(double delta)
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public override void _Process(double delta)
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{
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{
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if (Input.IsActionJustPressed("interact"))
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if (Input.IsActionJustReleased("interact"))
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{
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if (_player is not null)
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{
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{
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EmitSignal(SignalName.RequestedEnter, this, _player);
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EmitSignal(SignalName.RequestedEnter, this, _player);
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}
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}
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}
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base._Process(delta);
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base._Process(delta);
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}
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}
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File diff suppressed because it is too large
Load Diff
1194
Scenes/Level.tscn
1194
Scenes/Level.tscn
File diff suppressed because one or more lines are too long
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@ -0,0 +1,48 @@
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using Godot;
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using System;
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namespace SupaLidlGame.Scenes
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{
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public partial class Map : TileMap
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{
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[Export]
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public Node2D Entities { get; set; }
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[Export]
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public Node2D Areas { get; set; }
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[Export]
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public Node2D Spawners { get; set; }
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[Export]
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public Vector2 CameraLowerBound { get; set; }
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[Export]
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public Vector2 CameraUpperBound { get; set; }
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private bool _active;
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public bool Active
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{
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get
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{
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return _active;
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}
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set
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{
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_active = Visible = value;
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SetProcess(value);
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}
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}
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public override void _Ready()
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{
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Active = true;
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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}
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}
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}
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
117
Utils/World.cs
117
Utils/World.cs
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@ -1,56 +1,149 @@
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using Godot;
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using Godot;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Scenes;
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using SupaLidlGame.Extensions;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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namespace SupaLidlGame.Utils
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namespace SupaLidlGame.Utils
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{
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{
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public partial class World : Node2D
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public partial class World : Node2D
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{
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{
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[Export]
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[Export]
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public string StartingArea { get; set; }
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public PackedScene StartingArea { get; set; }
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[Export]
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[Export]
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public string CurrentArea { get; protected set; }
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public Map CurrentMap { get; protected set; }
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[Export]
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[Export]
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public Player CurrentPlayer { get; set; }
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public Player CurrentPlayer { get; set; }
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private Dictionary<string, TileMap> maps;
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private Dictionary<string, Map> _maps;
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private string _currentConnector;
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private string _currentConnector;
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private string _currentMapResourcePath;
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private const string PLAYER_PATH = "res://Characters/Player.tscn";
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private PackedScene _playerScene;
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public World()
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public World()
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{
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{
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maps = new Dictionary<string, TileMap>();
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_maps = new Dictionary<string, Map>();
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_playerScene = ResourceLoader.Load<PackedScene>(PLAYER_PATH);
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}
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}
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public override void _Ready()
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public override void _Ready()
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{
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{
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if (StartingArea is not null)
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{
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LoadScene(StartingArea);
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}
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// spawn the player in
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CreatePlayer();
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base._Ready();
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base._Ready();
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}
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}
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public override void _Process(double delta)
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public void LoadScene(PackedScene scene)
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{
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{
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base._Process(delta);
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if (CurrentMap is not null)
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{
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CurrentMap.Entities.RemoveChild(CurrentPlayer);
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RemoveChild(CurrentMap);
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CurrentMap.Active = false;
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}
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}
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public void MoveToArea(string area, string connector, Player player)
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Map map;
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if (_maps.ContainsKey(scene.ResourcePath))
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{
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{
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if (area != CurrentArea)
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map = _maps[scene.ResourcePath];
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}
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else
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{
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{
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// remove current map and load in the new map
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map = scene.Instantiate<Map>();
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TileMap map = GetNode<TileMap>(CurrentArea);
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_maps.Add(scene.ResourcePath, map);
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CurrentArea = area;
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}
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}
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GD.Print("Loading " + scene.ResourcePath);
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CurrentMap = map;
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AddChild(map);
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InitTilemap(map);
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CurrentMap.Active = true;
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if (CurrentPlayer is not null)
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{
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CurrentMap.Entities.AddChild(CurrentPlayer);
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}
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}
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public void CreatePlayer()
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{
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CurrentPlayer = _playerScene.Instantiate<Player>();
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CurrentMap.Entities.AddChild(CurrentPlayer);
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}
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private void InitTilemap(Map map)
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{
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var children = map.Areas.GetChildren();
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foreach (Node node in children)
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{
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if (node is BoundingBoxes.ConnectorBox connector)
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{
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// this reconnects the EventHandler if it is connected
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connector.RequestedEnter -= _on_area_2d_requested_enter;
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connector.RequestedEnter += _on_area_2d_requested_enter;
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}
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}
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}
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private void MovePlayerToConnector(string name)
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{
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// find the first connector with the specified name
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var connector = CurrentMap.Areas.GetChildren().First((child) =>
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{
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if (child is BoundingBoxes.ConnectorBox connector)
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{
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return connector.Identifier == name;
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}
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return false;
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}) as BoundingBoxes.ConnectorBox;
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CurrentPlayer.GlobalPosition = connector.GlobalPosition;
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}
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public void MoveToArea(string path, string connector)
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{
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_currentConnector = connector;
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_currentConnector = connector;
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if (path != _currentMapResourcePath)
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{
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var scene = ResourceLoader.Load<PackedScene>(path);
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LoadScene(scene);
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_currentMapResourcePath = path;
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}
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// after finished loading, move our player to the connector
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MovePlayerToConnector(connector);
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}
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}
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public void _on_area_2d_requested_enter(
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public void _on_area_2d_requested_enter(
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BoundingBoxes.ConnectorBox box,
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BoundingBoxes.ConnectorBox box,
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Player player)
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Player player)
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{
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{
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MoveToArea(box.ToArea, box.ToConnector, player);
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GD.Print("Requesting to enter " + box.ToConnector);
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MoveToArea(box.ToArea, box.ToConnector);
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}
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public void SaveGame()
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{
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throw new System.NotImplementedException();
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}
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public void LoadGame()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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}
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}
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}
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