Revamp boss logic

This commit is contained in:
2025-03-18 00:12:36 -07:00
parent f50eaa1847
commit 13e2ef90c8
84 changed files with 2547 additions and 3655 deletions

View File

@@ -10,18 +10,16 @@ public partial class BossFloor : Node3D, IDungeonFloor
{
public override void _Notification(int what) => this.Notify(what);
private BossRoomA BossRoom;
[Node] private BossRoomA BossFloorA { get; set; } = default!;
public ImmutableList<IDungeonRoom> Rooms => [];
public void InitializeDungeon()
{
var bossRoomScene = GD.Load<PackedScene>($"res://src/map/dungeon/scenes/BossRoom.tscn");
BossRoom = bossRoomScene.Instantiate<BossRoomA>();
FloorIsLoaded = true;
FloorIsLoaded = true;
}
public bool FloorIsLoaded { get; set; }
public Transform3D GetPlayerSpawnPoint() => BossRoom.PlayerSpawn.GlobalTransform;
public Transform3D GetPlayerSpawnPoint() => BossFloorA.PlayerSpawn.GlobalTransform;
}