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