LADXHD/InGame/GameObjects/Things/ObjPositionDialog.cs

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C#
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2023-12-14 22:21:22 +00:00
using ProjectZ.InGame.GameObjects.Base;
using ProjectZ.InGame.GameObjects.Base.Components;
namespace ProjectZ.InGame.GameObjects.Things
{
internal class ObjPositionDialog : GameObject
{
public static Map.Map CurrentMap;
private readonly GameObject _spawnObject;
private readonly string _strKey;
private readonly string _strValue;
private bool _isSpawned;
public ObjPositionDialog() : base("editor position dialog") { }
public ObjPositionDialog(Map.Map map, int posX, int posY, string strKey, string strValue, string dialogName) : base(map)
{
_strKey = strKey;
_strValue = strValue;
CurrentMap = map;
Game1.GameManager.SaveManager.SetInt(dialogName + "posX", posX);
Game1.GameManager.SaveManager.SetInt(dialogName + "posY", posY);
_spawnObject = new ObjDialogBox(map, posX, posY, dialogName);
// spawn object deactivated
Map.Objects.SpawnObject(_spawnObject);
_spawnObject.IsActive = false;
// add key change listener
if (!string.IsNullOrEmpty(_strKey))
{
AddComponent(KeyChangeListenerComponent.Index, new KeyChangeListenerComponent(KeyChanged));
// if we spawn a door we need to use this here for objects refering to the player enter position in the init method
KeyChanged();
}
else
{
_spawnObject.IsActive = true;
IsDead = true;
}
}
//public override void Init()
//{
// KeyChanged();
//}
private void KeyChanged()
{
var value = Game1.GameManager.SaveManager.GetString(_strKey);
if (!_isSpawned && value == _strValue)
{
// activate the object
_spawnObject.IsActive = true;
_isSpawned = true;
Map.Objects.DeleteObjects.Add(this);
}
}
}
}