Class TurnManager
- Namespace
- AshesOfVelsingrad.Managers
- Assembly
- Ashes of Velsingrad.dll
Manages the turn-based battle flow between player and enemy units. Handles turn order, state transitions, and async waiting for unit actions.
[ScriptPath("res://scripts/managers/TurnManager.cs")]
public class TurnManager : BaseManager, IDisposable
- Inheritance
-
GodotObjectNodeTurnManager
- Implements
- Inherited Members
-
Node.NotificationEnterTreeNode.NotificationExitTreeNode.NotificationMovedInParentNode.NotificationReadyNode.NotificationPausedNode.NotificationUnpausedNode.NotificationPhysicsProcessNode.NotificationProcessNode.NotificationParentedNode.NotificationUnparentedNode.NotificationSceneInstantiatedNode.NotificationDragBeginNode.NotificationDragEndNode.NotificationPathRenamedNode.NotificationChildOrderChangedNode.NotificationInternalProcessNode.NotificationInternalPhysicsProcessNode.NotificationPostEnterTreeNode.NotificationDisabledNode.NotificationEnabledNode.NotificationResetPhysicsInterpolationNode.NotificationEditorPreSaveNode.NotificationEditorPostSaveNode.NotificationWMMouseEnterNode.NotificationWMMouseExitNode.NotificationWMWindowFocusInNode.NotificationWMWindowFocusOutNode.NotificationWMCloseRequestNode.NotificationWMGoBackRequestNode.NotificationWMSizeChangedNode.NotificationWMDpiChangeNode.NotificationVpMouseEnterNode.NotificationVpMouseExitNode.NotificationWMPositionChangedNode.NotificationOsMemoryWarningNode.NotificationTranslationChangedNode.NotificationWMAboutNode.NotificationCrashNode.NotificationOsImeUpdateNode.NotificationApplicationResumedNode.NotificationApplicationPausedNode.NotificationApplicationFocusInNode.NotificationApplicationFocusOutNode.NotificationTextServerChangedNode.NotificationAccessibilityUpdateNode.NotificationAccessibilityInvalidateNode.GetNode<T>(NodePath)Node.GetNodeOrNull<T>(NodePath)Node.GetOwner<T>()Node.GetOwnerOrNull<T>()Node.GetParent<T>()Node.GetParentOrNull<T>()Node._EnterTree()Node._GetAccessibilityConfigurationWarnings()Node._GetConfigurationWarnings()Node._GetFocusedAccessibilityElement()Node._Input(InputEvent)Node._ShortcutInput(InputEvent)Node._UnhandledInput(InputEvent)Node._UnhandledKeyInput(InputEvent)Node.PrintOrphanNodes()Node.GetOrphanNodeIds()Node.RemoveChild(Node)Node.HasNode(NodePath)Node.GetNode(NodePath)Node.GetNodeOrNull(NodePath)Node.GetParent()Node.HasNodeAndResource(NodePath)Node.GetNodeAndResource(NodePath)Node.IsInsideTree()Node.IsPartOfEditedScene()Node.IsAncestorOf(Node)Node.IsGreaterThan(Node)Node.GetPath()Node.RemoveFromGroup(StringName)Node.IsInGroup(StringName)Node.GetGroups()Node.PrintTree()Node.PrintTreePretty()Node.GetTreeString()Node.GetTreeStringPretty()Node.GetPhysicsProcessDeltaTime()Node.IsPhysicsProcessing()Node.GetProcessDeltaTime()Node.IsProcessing()Node.IsProcessingInput()Node.IsProcessingShortcutInput()Node.IsProcessingUnhandledInput()Node.IsProcessingUnhandledKeyInput()Node.CanProcess()Node.QueueAccessibilityUpdate()Node.GetAccessibilityElement()Node.IsDisplayedFolded()Node.IsProcessingInternal()Node.IsPhysicsProcessingInternal()Node.IsPhysicsInterpolated()Node.IsPhysicsInterpolatedAndEnabled()Node.ResetPhysicsInterpolation()Node.CanAutoTranslate()Node.SetTranslationDomainInherited()Node.GetWindow()Node.GetLastExclusiveWindow()Node.GetTree()Node.CreateTween()Node.GetSceneInstanceLoadPlaceholder()Node.IsEditableInstance(Node)Node.GetViewport()Node.QueueFree()Node.RequestReady()Node.IsNodeReady()Node.GetMultiplayerAuthority()Node.IsMultiplayerAuthority()Node.RpcConfig(StringName, Variant)Node.GetNodeRpcConfig()Node.Rpc(StringName, params Variant[])Node.UpdateConfigurationWarnings()Node.CallDeferredThreadGroup(StringName, params Variant[])Node.SetDeferredThreadGroup(StringName, Variant)Node.CallThreadSafe(StringName, params Variant[])Node.SetThreadSafe(StringName, Variant)Node.EmitSignalReady()Node.EmitSignalRenamed()Node.EmitSignalTreeEntered()Node.EmitSignalTreeExiting()Node.EmitSignalTreeExited()Node.EmitSignalChildEnteredTree(Node)Node.EmitSignalChildExitingTree(Node)Node.EmitSignalChildOrderChanged()Node.EmitSignalReplacingBy(Node)Node.EmitSignalEditorDescriptionChanged(Node)Node.EmitSignalEditorStateChanged()Node.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)Node.HasGodotClassMethod(in godot_string_name)Node.HasGodotClassSignal(in godot_string_name)Node.NameNode.UniqueNameInOwnerNode.SceneFilePathNode.OwnerNode.MultiplayerNode.ProcessModeNode.ProcessPriorityNode.ProcessPhysicsPriorityNode.ProcessThreadGroupNode.ProcessThreadGroupOrderNode.ProcessThreadMessagesNode.PhysicsInterpolationModeNode.AutoTranslateModeNode.EditorDescriptionNode.ReadyNode.RenamedNode.TreeEnteredNode.TreeExitingNode.TreeExitedNode.ChildEnteredTreeNode.ChildExitingTreeNode.ChildOrderChangedNode.ReplacingByNode.EditorDescriptionChangedNode.EditorStateChangedGodotObject.NotificationPostinitializeGodotObject.NotificationPredeleteGodotObject.NotificationExtensionReloadedGodotObject.IsInstanceValid(GodotObject)GodotObject.WeakRef(GodotObject)GodotObject.Dispose()GodotObject.ToString()GodotObject.ToSignal(GodotObject, StringName)GodotObject._Get(StringName)GodotObject._GetPropertyList()GodotObject._IterGet(Variant)GodotObject._IterInit(Array)GodotObject._IterNext(Array)GodotObject._PropertyCanRevert(StringName)GodotObject._PropertyGetRevert(StringName)GodotObject._Set(StringName, Variant)GodotObject._ValidateProperty(Dictionary)GodotObject.Free()GodotObject.GetClass()GodotObject.Set(StringName, Variant)GodotObject.Get(StringName)GodotObject.SetIndexed(NodePath, Variant)GodotObject.GetIndexed(NodePath)GodotObject.GetPropertyList()GodotObject.GetMethodList()GodotObject.PropertyCanRevert(StringName)GodotObject.PropertyGetRevert(StringName)GodotObject.GetInstanceId()GodotObject.SetScript(Variant)GodotObject.GetScript()GodotObject.SetMeta(StringName, Variant)GodotObject.RemoveMeta(StringName)GodotObject.GetMeta(StringName, Variant)GodotObject.HasMeta(StringName)GodotObject.GetMetaList()GodotObject.HasUserSignal(StringName)GodotObject.RemoveUserSignal(StringName)GodotObject.EmitSignal(StringName, params Variant[])GodotObject.Call(StringName, params Variant[])GodotObject.CallDeferred(StringName, params Variant[])GodotObject.SetDeferred(StringName, Variant)GodotObject.Callv(StringName, Array)GodotObject.HasMethod(StringName)GodotObject.GetMethodArgumentCount(StringName)GodotObject.HasSignal(StringName)GodotObject.GetSignalList()GodotObject.GetSignalConnectionList(StringName)GodotObject.GetIncomingConnections()GodotObject.Disconnect(StringName, Callable)GodotObject.IsConnected(StringName, Callable)GodotObject.HasConnections(StringName)GodotObject.IsBlockingSignals()GodotObject.NotifyPropertyListChanged()GodotObject.CanTranslateMessages()GodotObject.Tr(StringName, StringName)GodotObject.GetTranslationDomain()GodotObject.SetTranslationDomain(StringName)GodotObject.IsQueuedForDeletion()GodotObject.CancelFree()GodotObject.EmitSignalScriptChanged()GodotObject.EmitSignalPropertyListChanged()GodotObject.NativeInstanceGodotObject.ScriptChangedGodotObject.PropertyListChanged
Remarks
This class acts as the core of the turn-based combat loop. It determines which unit acts next, triggers player input events, and handles asynchronous waiting for both player and AI actions.
Methods
GetCurrentUnit()
Gets the unit currently taking its turn.
public UnitSystem GetCurrentUnit()
Returns
- UnitSystem
The UnitSystem that is currently active.
Initialize()
Initializes the TurnManager singleton instance. Ensures only one instance exists and sets up the initial state.
protected override void Initialize()
Remarks
This method is called automatically by Godot when the node is ready. It checks for duplicate instances and initializes the game system. If a duplicate instance is found, it removes the duplicate.
InitializeTurnOrder(List<UnitSystem>, List<UnitSystem>)
Initializes the turn order list based on all participating units.
public void InitializeTurnOrder(List<UnitSystem> playerUnits, List<UnitSystem> enemyUnits)
Parameters
playerUnitsList<UnitSystem>List of all player-controlled units.
enemyUnitsList<UnitSystem>List of all enemy-controlled units.
Remarks
The order is determined by each unit's BaseSpeed value, sorted from highest to lowest.
StartBattle()
Starts the turn-based battle loop asynchronously.
public Task StartBattle()
Returns
- Task
A task representing the battle loop’s lifetime.
Events
OnPlayerEndTurn
Triggered when the player's turn ends.
public event Action? OnPlayerEndTurn
Event Type
- Action
OnPlayerTurn
Triggered when the player's turn begins.
public event Action? OnPlayerTurn
Event Type
- Action