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extends Node3D
class_name LevelManager
@export var robot: Robot
@export var level_goal_scene: PackedScene
@onready var levels = get_children()
var coins_in_level: Array[Array]
var active_coins_in_level_count: Array[int]
var enemies: Array[Enemy]
var level_start_points: Array
var level_goals: Array
func _ready():
for node in find_children("Coin_*", "MeshInstance3D"):
node.set_script(Coin)
node.set_physics_process(true)
level_start_points.resize(levels.size())
level_goals.resize(levels.size())
active_coins_in_level_count.resize(levels.size())
active_coins_in_level_count.fill(0)
coins_in_level.resize(levels.size())
for level_id in range(0, levels.size()):
var start_node = levels[level_id].find_child("Start*")
level_start_points[level_id] = start_node.get_children()
var end_node = levels[level_id].find_child("End*")
level_goals[level_id] = end_node.get_children()
for goal in level_goals[level_id]:
var level_goal_area = level_goal_scene.instantiate()
goal.add_child(level_goal_area)
goal.visible = false
level_goal_area.position = Vector3.ZERO
var coins = levels[level_id].find_child("Coins*")
if coins:
active_coins_in_level_count[level_id] = coins.get_child_count()
for node in coins.get_children():
var coin = node as MeshInstance3D
var coin_area = Area3D.new()
var coin_area_shape = CollisionShape3D.new()
coin_area_shape.shape = SphereShape3D.new()
coin_area.add_child(coin_area_shape)
coin_area.monitorable = true
coin_area.set_collision_layer_value(1, false)
coin_area.set_collision_layer_value(2, true)
var coin_parent = coin.get_parent()
coin_parent.add_child(coin_area)
coin_area.global_position = coin.global_position
coin.reparent(coin_area)
if not coins_in_level[level_id]:
coins_in_level[level_id] = []
coins_in_level[level_id].append(coin_area)
var enemy_parent = levels[level_id].find_child("Enemies*") as Node3D
if enemy_parent:
for enemy in enemy_parent.get_children():
enemy = enemy as Node3D
var enemy_area = Area3D.new()
var enemy_area_shape = CollisionShape3D.new()
enemy_area_shape.shape = SphereShape3D.new()
enemy_area.add_child(enemy_area_shape)
enemy_area.monitorable = true
enemy_area.monitoring = true
enemy_area.set_collision_layer_value(1, false)
enemy_area.set_collision_layer_value(4, true)
enemy_area.set_collision_mask_value(1, true)
enemy.set_script(Enemy)
enemy.set_physics_process(true)
enemy.add_child(enemy_area)
enemy_area.connect("body_entered", enemy.on_wall_hit)
enemies.append(enemy)
func randomize_goal(level_id: int):
var active_goal_id = randi_range(0, level_goals[level_id].size() - 1)
for goal_id in range(0, level_goals[level_id].size()):
var goal = level_goals[level_id][goal_id]
if goal_id == active_goal_id:
goal.visible = true
goal.process_mode = Node.PROCESS_MODE_INHERIT
else:
goal.visible = false
goal.process_mode = Node.PROCESS_MODE_DISABLED
return level_goals[level_id][active_goal_id].global_transform
func get_closest_enemy(from_global_position: Vector3):
var closest_enemy: Enemy
var smallest_distance: float = INF
for enemy in enemies:
var distance: float = enemy.global_position.distance_to(from_global_position)
if distance < smallest_distance:
smallest_distance = distance
closest_enemy = enemy
return closest_enemy
func get_closest_active_coin(from_global_position: Vector3, level: int):
var closest_coin: Area3D
var smallest_distance: float = INF
for coin in coins_in_level[level]:
if coin.visible == false:
continue
var distance: float = coin.global_position.distance_to(from_global_position)
if distance < smallest_distance:
smallest_distance = distance
closest_coin = coin
return closest_coin
func deactivate_coin(coin: Area3D, current_level: int):
active_coins_in_level_count[current_level] -= 1
coin.set_deferred("monitorable", false)
coin.visible = false
coin.process_mode = Node.PROCESS_MODE_DISABLED
func check_all_coins_collected(current_level: int) -> bool:
return active_coins_in_level_count[current_level] == 0
func reset_coins(current_level: int):
var coins: Array = coins_in_level[current_level]
for coin in coins:
if not coin.visible:
coin.set_deferred("monitorable", true)
coin.visible = true
coin.process_mode = Node.PROCESS_MODE_INHERIT
active_coins_in_level_count[current_level] = coins.size()
func get_spawn_position(level: int) -> Vector3:
var start_points: Array[Node] = level_start_points[min(level, levels.size() - 1)]
return start_points.pick_random().global_position