68 lines
1.4 KiB
C#
68 lines
1.4 KiB
C#
using Godot;
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using Godot.Collections;
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namespace SupaLidlGame.State.Global;
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[GlobalClass]
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public partial class MapState : Resource
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{
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[Export]
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private Dictionary<string, Variant> _state;
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[Signal]
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public delegate void MapStateChangedEventHandler(string key, Variant value);
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[Signal]
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public delegate void MapStateBoolChangedEventHandler(string key, bool value);
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public Variant this[string key]
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{
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get
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{
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if (_state.ContainsKey(key))
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{
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return _state[key];
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}
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return default;
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}
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set
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{
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if (_state.ContainsKey(key))
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{
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_state[key] = value;
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}
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else
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{
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_state.Add(key, value);
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}
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EmitSignal(SignalName.MapStateChanged, key, value);
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switch (value.VariantType)
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{
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case Variant.Type.Bool:
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EmitSignal(SignalName.MapStateBoolChanged, key, (bool)value);
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break;
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}
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}
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}
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public bool? GetBoolean(string key)
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{
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if (_state[key].VariantType == Variant.Type.Bool)
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{
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return (bool)_state[key];
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}
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return null;
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}
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public Variant Get(string key)
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{
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return this[key];
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}
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public void Set(string key, Variant value)
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{
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this[key] = value;
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}
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}
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