Reorganize SFX
This commit is contained in:
@@ -1,4 +1,4 @@
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using Chickensoft.AutoInject;
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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@@ -38,80 +38,80 @@ public partial class App : CanvasLayer, IApp
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public void Initialize()
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{
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var container = new SimpleInjector.Container();
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container.Options.DefaultScopedLifestyle = new AsyncScopedLifestyle();
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container.Register<IAppRepo, AppRepo>(Lifestyle.Singleton);
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container.Register<IAppLogic, AppLogic>(Lifestyle.Singleton);
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container.Verify();
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var container = new SimpleInjector.Container();
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container.Options.DefaultScopedLifestyle = new AsyncScopedLifestyle();
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container.Register<IAppRepo, AppRepo>(Lifestyle.Singleton);
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container.Register<IAppLogic, AppLogic>(Lifestyle.Singleton);
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container.Verify();
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Instantiator = new Instantiator(GetTree());
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Instantiator = new Instantiator(GetTree());
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AppRepo = container.GetInstance<IAppRepo>();
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AppLogic = container.GetInstance<IAppLogic>();
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AppRepo = container.GetInstance<IAppRepo>();
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AppLogic = container.GetInstance<IAppLogic>();
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AppLogic.Set(AppRepo);
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AppLogic.Set(new AppLogic.Data());
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AppLogic.Set(AppRepo);
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AppLogic.Set(new AppLogic.Data());
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Menu.NewGame += OnNewGame;
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Menu.LoadGame += OnLoadGame;
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Menu.Quit += OnQuit;
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Menu.NewGame += OnNewGame;
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Menu.LoadGame += OnLoadGame;
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Menu.Quit += OnQuit;
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AnimationPlayer.AnimationFinished += OnAnimationFinished;
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AnimationPlayer.AnimationFinished += OnAnimationFinished;
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Input.MouseMode = Input.MouseModeEnum.Visible;
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this.Provide();
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Input.MouseMode = Input.MouseModeEnum.Visible;
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this.Provide();
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}
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public void OnReady()
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{
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AppBinding = AppLogic.Bind();
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AppBinding = AppLogic.Bind();
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AppBinding
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.Handle((in AppLogic.Output.ShowSplashScreen _) =>
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{
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HideMenus();
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BlankScreen.Hide();
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Splash.Show();
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})
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.Handle((in AppLogic.Output.HideSplashScreen _) =>
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{
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BlankScreen.Show();
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FadeToBlack();
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})
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.Handle((in AppLogic.Output.SetupGameScene _) =>
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{
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Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
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GameWindow.AddChildEx(Game);
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Instantiator.SceneTree.Paused = false;
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})
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.Handle((in AppLogic.Output.ShowMainMenu _) =>
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{
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// Load everything while we're showing a black screen, then fade in.
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HideMenus();
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Menu.Show();
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AppBinding
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.Handle((in AppLogic.Output.ShowSplashScreen _) =>
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{
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HideMenus();
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BlankScreen.Hide();
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Splash.Show();
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})
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.Handle((in AppLogic.Output.HideSplashScreen _) =>
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{
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BlankScreen.Show();
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FadeToBlack();
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})
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.Handle((in AppLogic.Output.SetupGameScene _) =>
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{
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Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
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GameWindow.AddChildEx(Game);
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Instantiator.SceneTree.Paused = false;
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})
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.Handle((in AppLogic.Output.ShowMainMenu _) =>
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{
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// Load everything while we're showing a black screen, then fade in.
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HideMenus();
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Menu.Show();
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FadeInFromBlack();
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Menu.NewGameButton.GrabFocus();
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})
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.Handle((in AppLogic.Output.FadeToBlack _) => FadeToBlack())
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.Handle((in AppLogic.Output.HideGame _) => FadeToBlack())
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.Handle((in AppLogic.Output.ShowGame _) =>
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{
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HideMenus();
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FadeInFromBlack();
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})
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.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
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{
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Game.SaveFileLoaded += OnSaveFileLoaded;
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Game.LoadExistingGame();
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})
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.Handle((in AppLogic.Output.ExitGame _) =>
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{
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GetTree().Quit();
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});
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FadeInFromBlack();
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Menu.NewGameButton.GrabFocus();
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})
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.Handle((in AppLogic.Output.FadeToBlack _) => FadeToBlack())
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.Handle((in AppLogic.Output.HideGame _) => FadeToBlack())
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.Handle((in AppLogic.Output.ShowGame _) =>
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{
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HideMenus();
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FadeInFromBlack();
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})
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.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
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{
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Game.SaveFileLoaded += OnSaveFileLoaded;
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Game.LoadExistingGame();
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})
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.Handle((in AppLogic.Output.ExitGame _) =>
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{
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GetTree().Quit();
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});
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AppLogic.Start();
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AppLogic.Start();
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}
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public void OnNewGame() => AppLogic.Input(new AppLogic.Input.NewGame());
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@@ -122,44 +122,44 @@ public partial class App : CanvasLayer, IApp
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public void OnSaveFileLoaded()
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{
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Game.SaveFileLoaded -= OnSaveFileLoaded;
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AppLogic.Input(new AppLogic.Input.SaveFileLoaded());
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Game.SaveFileLoaded -= OnSaveFileLoaded;
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AppLogic.Input(new AppLogic.Input.SaveFileLoaded());
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}
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public void FadeInFromBlack()
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{
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BlankScreen.Show();
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AnimationPlayer.Play("fade_in");
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BlankScreen.Show();
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AnimationPlayer.Play("fade_in");
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}
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public void FadeToBlack()
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{
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BlankScreen.Show();
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AnimationPlayer.Play("fade_out");
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BlankScreen.Show();
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AnimationPlayer.Play("fade_out");
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}
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public void HideMenus()
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{
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Splash.Hide();
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Menu.Hide();
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Splash.Hide();
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Menu.Hide();
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}
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public void OnAnimationFinished(StringName animation)
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{
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if (animation == "fade_in")
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{
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AppLogic.Input(new AppLogic.Input.FadeInFinished());
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BlankScreen.Hide();
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return;
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}
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if (animation == "fade_in")
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{
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AppLogic.Input(new AppLogic.Input.FadeInFinished());
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BlankScreen.Hide();
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return;
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}
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AppLogic.Input(new AppLogic.Input.FadeOutFinished());
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AppLogic.Input(new AppLogic.Input.FadeOutFinished());
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}
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public void OnExitTree()
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{
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AppLogic.Stop();
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AppBinding.Dispose();
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AppRepo.Dispose();
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AppLogic.Stop();
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AppBinding.Dispose();
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AppRepo.Dispose();
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}
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}
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@@ -37,6 +37,8 @@ public partial class InGameAudio : Node
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[Node] public IAudioStreamPlayer PlayerAttackWallSFX { get; set; } = default!;
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[Node] public IAudioStreamPlayer PlayerAttackEnemySFX { get; set; } = default!;
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[Node] public IAudioStreamPlayer MenuScrollSFX { get; set; } = default!;
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[Node] public IAudioStreamPlayer EquipSFX { get; set; } = default!;
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@@ -77,7 +79,8 @@ public partial class InGameAudio : Node
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.Handle((in InGameAudioLogic.Output.PlayHealingItemSound _) => PlayHealingItemSound())
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.Handle((in InGameAudioLogic.Output.PlayTeleportSound _) => PlayTeleportSound())
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.Handle((in InGameAudioLogic.Output.PlayPlayerAttackSound _) => { PlayerAttackSFX.Stop(); PlayerAttackSFX.Play(); })
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.Handle((in InGameAudioLogic.Output.PlayPlayerAttackWallSound _) => { PlayerAttackWallSFX.Stop(); PlayerAttackWallSFX.Play(); });
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.Handle((in InGameAudioLogic.Output.PlayPlayerAttackWallSound _) => { PlayerAttackWallSFX.Stop(); PlayerAttackWallSFX.Play(); })
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.Handle((in InGameAudioLogic.Output.PlayPlayerAttackEnemySound _) => { PlayerAttackEnemySFX.Stop(); PlayerAttackEnemySFX.Play(); });
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InGameAudioLogic.Start();
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}
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@@ -3,17 +3,17 @@
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[ext_resource type="Script" uid="uid://2mnouyn1jcqs" path="res://src/audio/InGameAudio.cs" id="1_gpmcr"]
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[ext_resource type="AudioStream" uid="uid://dfu0fksb6slhx" path="res://src/audio/music/droney.mp3" id="2_8hfyr"]
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[ext_resource type="AudioStream" uid="uid://d2jrktp06xsba" path="res://src/audio/music/crossing-the-gate.mp3" id="3_wbmd6"]
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[ext_resource type="Script" path="res://src/audio/BGMPlayer.cs" id="3_wtvpb"]
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[ext_resource type="Script" uid="uid://d2usinntpmcry" path="res://src/audio/BGMPlayer.cs" id="3_wtvpb"]
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[ext_resource type="AudioStream" uid="uid://dn2e2hqujlia1" path="res://src/audio/music/tar-winds.mp3" id="4_surnl"]
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[ext_resource type="AudioStream" uid="uid://t3g04u722f2k" path="res://src/audio/music/useless immune system-1.mp3" id="6_agr3r"]
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[ext_resource type="AudioStream" uid="uid://cn8cugshq3o8k" path="res://src/audio/sfx/PlayerHitWallSFX.wav" id="7_8vh2f"]
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[ext_resource type="AudioStream" uid="uid://dor0in0x2fg48" path="res://src/audio/sfx/TempFFVII/menu-move.ogg" id="7_777nl"]
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[ext_resource type="AudioStream" uid="uid://dor0in0x2fg48" path="res://src/audio/sfx/MenuScrollSFX.ogg" id="7_777nl"]
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[ext_resource type="AudioStream" uid="uid://d1mlduwauechv" path="res://src/audio/sfx/PlayerAttackSFX.wav" id="7_wtvpb"]
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[ext_resource type="AudioStream" uid="uid://r1tryiit38i8" path="res://src/audio/sfx/TempFFVII/menu-back.ogg" id="8_1xcgo"]
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[ext_resource type="AudioStream" uid="uid://bjj61s8q2gwb8" path="res://src/audio/sfx/TempFFVII/junction.ogg" id="8_kwybb"]
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[ext_resource type="AudioStream" uid="uid://myx4s8lmarc2" path="res://src/audio/sfx/TempFFVII/something-earned.ogg" id="10_3lcw5"]
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[ext_resource type="AudioStream" uid="uid://dci08kmwsu6k1" path="res://src/audio/sfx/TempFFVII/teleport.ogg" id="11_offhc"]
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[ext_resource type="AudioStream" uid="uid://d3sn7c614uj2n" path="res://src/audio/sfx/TempFFVII/sort.ogg" id="12_wprjr"]
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[ext_resource type="AudioStream" uid="uid://r1tryiit38i8" path="res://src/audio/sfx/MenuBackSFX.ogg" id="8_1xcgo"]
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[ext_resource type="AudioStream" uid="uid://bjj61s8q2gwb8" path="res://src/audio/sfx/EquipSFX.ogg" id="8_kwybb"]
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[ext_resource type="AudioStream" uid="uid://myx4s8lmarc2" path="res://src/audio/sfx/HealSFX.ogg" id="10_3lcw5"]
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[ext_resource type="AudioStream" uid="uid://dci08kmwsu6k1" path="res://src/audio/sfx/ExitSFX.ogg" id="11_offhc"]
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[ext_resource type="AudioStream" uid="uid://d3sn7c614uj2n" path="res://src/audio/sfx/SortSFX.ogg" id="12_wprjr"]
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[node name="InGameAudio" type="Node"]
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process_mode = 3
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19
Zennysoft.Game.Ma/src/audio/sfx/EquipSFX.ogg.import
Normal file
19
Zennysoft.Game.Ma/src/audio/sfx/EquipSFX.ogg.import
Normal file
@@ -0,0 +1,19 @@
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[remap]
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://bjj61s8q2gwb8"
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path="res://.godot/imported/EquipSFX.ogg-6a8dd8843f1eb38662d6d370e4b2f930.oggvorbisstr"
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[deps]
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source_file="res://src/audio/sfx/EquipSFX.ogg"
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dest_files=["res://.godot/imported/EquipSFX.ogg-6a8dd8843f1eb38662d6d370e4b2f930.oggvorbisstr"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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19
Zennysoft.Game.Ma/src/audio/sfx/ExitSFX.ogg.import
Normal file
19
Zennysoft.Game.Ma/src/audio/sfx/ExitSFX.ogg.import
Normal file
@@ -0,0 +1,19 @@
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[remap]
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://dci08kmwsu6k1"
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path="res://.godot/imported/ExitSFX.ogg-c16c2cdec4e3d13c44aa79cc98a70d7b.oggvorbisstr"
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[deps]
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source_file="res://src/audio/sfx/ExitSFX.ogg"
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dest_files=["res://.godot/imported/ExitSFX.ogg-c16c2cdec4e3d13c44aa79cc98a70d7b.oggvorbisstr"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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19
Zennysoft.Game.Ma/src/audio/sfx/HealSFX.ogg.import
Normal file
19
Zennysoft.Game.Ma/src/audio/sfx/HealSFX.ogg.import
Normal file
@@ -0,0 +1,19 @@
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[remap]
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://myx4s8lmarc2"
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path="res://.godot/imported/HealSFX.ogg-8e33fc432d3aa613fb5d921400562a51.oggvorbisstr"
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[deps]
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source_file="res://src/audio/sfx/HealSFX.ogg"
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dest_files=["res://.godot/imported/HealSFX.ogg-8e33fc432d3aa613fb5d921400562a51.oggvorbisstr"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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19
Zennysoft.Game.Ma/src/audio/sfx/MenuBackSFX.ogg.import
Normal file
19
Zennysoft.Game.Ma/src/audio/sfx/MenuBackSFX.ogg.import
Normal file
@@ -0,0 +1,19 @@
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[remap]
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://r1tryiit38i8"
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path="res://.godot/imported/MenuBackSFX.ogg-940782881d58f1c4c5f95977b5f42009.oggvorbisstr"
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[deps]
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source_file="res://src/audio/sfx/MenuBackSFX.ogg"
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dest_files=["res://.godot/imported/MenuBackSFX.ogg-940782881d58f1c4c5f95977b5f42009.oggvorbisstr"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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19
Zennysoft.Game.Ma/src/audio/sfx/MenuScrollSFX.ogg.import
Normal file
19
Zennysoft.Game.Ma/src/audio/sfx/MenuScrollSFX.ogg.import
Normal file
@@ -0,0 +1,19 @@
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[remap]
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||||
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
|
||||
uid="uid://dor0in0x2fg48"
|
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path="res://.godot/imported/MenuScrollSFX.ogg-b1800108be1a856f464e62089f5b0279.oggvorbisstr"
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[deps]
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||||
|
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source_file="res://src/audio/sfx/MenuScrollSFX.ogg"
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dest_files=["res://.godot/imported/MenuScrollSFX.ogg-b1800108be1a856f464e62089f5b0279.oggvorbisstr"]
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[params]
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||||
|
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
|
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bar_beats=4
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19
Zennysoft.Game.Ma/src/audio/sfx/SortSFX.ogg.import
Normal file
19
Zennysoft.Game.Ma/src/audio/sfx/SortSFX.ogg.import
Normal file
@@ -0,0 +1,19 @@
|
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[remap]
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||||
|
||||
importer="oggvorbisstr"
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||||
type="AudioStreamOggVorbis"
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||||
uid="uid://d3sn7c614uj2n"
|
||||
path="res://.godot/imported/SortSFX.ogg-7f616a0a2af3902cddc2ea22947a5f02.oggvorbisstr"
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||||
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[deps]
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||||
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source_file="res://src/audio/sfx/SortSFX.ogg"
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dest_files=["res://.godot/imported/SortSFX.ogg-7f616a0a2af3902cddc2ea22947a5f02.oggvorbisstr"]
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||||
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[params]
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||||
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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@@ -1,23 +0,0 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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||||
uid="uid://t28qhjuibv3f"
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||||
valid=false
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||||
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[deps]
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||||
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source_file="res://src/audio/sfx/TempFFVII/Equip.wav"
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||||
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||||
[params]
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||||
|
||||
force/8_bit=false
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||||
force/mono=false
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||||
force/max_rate=false
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||||
force/max_rate_hz=44100
|
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edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
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||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
@@ -1,19 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://bjj61s8q2gwb8"
|
||||
path="res://.godot/imported/junction.ogg-f4350086a08e048d3008edcdc25abf96.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/junction.ogg"
|
||||
dest_files=["res://.godot/imported/junction.ogg-f4350086a08e048d3008edcdc25abf96.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -1,19 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://r1tryiit38i8"
|
||||
path="res://.godot/imported/menu-back.ogg-3ec385c1a9cfaaa1be4ba85197708f0c.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/menu-back.ogg"
|
||||
dest_files=["res://.godot/imported/menu-back.ogg-3ec385c1a9cfaaa1be4ba85197708f0c.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -1,19 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://dor0in0x2fg48"
|
||||
path="res://.godot/imported/menu-move.ogg-d71b0989e00dd1d4488a72c7dde3d41d.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/menu-move.ogg"
|
||||
dest_files=["res://.godot/imported/menu-move.ogg-d71b0989e00dd1d4488a72c7dde3d41d.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
Binary file not shown.
@@ -1,24 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://tce7m18vkgao"
|
||||
path="res://.godot/imported/menu.wav-3931712b8a8483f269018c4a880368b2.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/menu.wav"
|
||||
dest_files=["res://.godot/imported/menu.wav-3931712b8a8483f269018c4a880368b2.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=0
|
||||
@@ -1,19 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://myx4s8lmarc2"
|
||||
path="res://.godot/imported/something-earned.ogg-150627e4deb45db30e8dd2f98ddcc5a8.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/something-earned.ogg"
|
||||
dest_files=["res://.godot/imported/something-earned.ogg-150627e4deb45db30e8dd2f98ddcc5a8.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -1,19 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://d3sn7c614uj2n"
|
||||
path="res://.godot/imported/sort.ogg-cb2a2c4769c8e6574221a3c313e75bcf.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/sort.ogg"
|
||||
dest_files=["res://.godot/imported/sort.ogg-cb2a2c4769c8e6574221a3c313e75bcf.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -1,19 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="oggvorbisstr"
|
||||
type="AudioStreamOggVorbis"
|
||||
uid="uid://dci08kmwsu6k1"
|
||||
path="res://.godot/imported/teleport.ogg-9024f7b675b201a391dee183da020b1d.oggvorbisstr"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://src/audio/sfx/TempFFVII/teleport.ogg"
|
||||
dest_files=["res://.godot/imported/teleport.ogg-9024f7b675b201a391dee183da020b1d.oggvorbisstr"]
|
||||
|
||||
[params]
|
||||
|
||||
loop=false
|
||||
loop_offset=0
|
||||
bpm=0
|
||||
beat_count=0
|
||||
bar_beats=4
|
||||
@@ -20,57 +20,57 @@ public partial class Sproingy : Enemy, IHasPrimaryAttack, ICanPatrol
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
SetPhysicsProcess(true);
|
||||
((EnemyModelView2D)_enemyModelView).Hitbox.AreaEntered += Hitbox_AreaEntered;
|
||||
SetPhysicsProcess(true);
|
||||
((EnemyModelView2D)_enemyModelView).Hitbox.AreaEntered += Hitbox_AreaEntered;
|
||||
}
|
||||
|
||||
public void OnPhysicsProcess(double delta)
|
||||
{
|
||||
_enemyLogic.Input(new EnemyLogic.Input.PhysicsTick(delta));
|
||||
_enemyLogic.Input(new EnemyLogic.Input.PhysicsTick(delta));
|
||||
|
||||
if (_enemyLogic.Value is not EnemyLogic.State.Activated)
|
||||
return;
|
||||
if (_enemyLogic.Value is not EnemyLogic.State.Activated)
|
||||
return;
|
||||
|
||||
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) < 1.5f)
|
||||
_enemyLogic.Input(new EnemyLogic.Input.StartAttacking());
|
||||
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) > 30f)
|
||||
_enemyLogic.Input(new EnemyLogic.Input.LostPlayer());
|
||||
if (_enemyLogic.Value is EnemyLogic.State.Attacking && GlobalPosition.DistanceTo(_player.CurrentPosition) > 3f)
|
||||
_enemyLogic.Input(new EnemyLogic.Input.Alerted());
|
||||
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) < 1.5f)
|
||||
_enemyLogic.Input(new EnemyLogic.Input.StartAttacking());
|
||||
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) > 30f)
|
||||
_enemyLogic.Input(new EnemyLogic.Input.LostPlayer());
|
||||
if (_enemyLogic.Value is EnemyLogic.State.Attacking && GlobalPosition.DistanceTo(_player.CurrentPosition) > 3f)
|
||||
_enemyLogic.Input(new EnemyLogic.Input.Alerted());
|
||||
|
||||
_navigationAgentClient.CalculateVelocity(GlobalPosition, true);
|
||||
_navigationAgentClient.CalculateVelocity(GlobalPosition, true);
|
||||
|
||||
base._PhysicsProcess(delta);
|
||||
base._PhysicsProcess(delta);
|
||||
}
|
||||
|
||||
public override void TakeAction()
|
||||
{
|
||||
PrimaryAttack();
|
||||
PrimaryAttack();
|
||||
}
|
||||
|
||||
public void PrimaryAttack()
|
||||
{
|
||||
_enemyModelView.PlayPrimaryAttackAnimation();
|
||||
_enemyModelView.PlayPrimaryAttackAnimation();
|
||||
}
|
||||
|
||||
public override void SetTarget(Vector3 target) => _navigationAgentClient.SetTarget(target);
|
||||
|
||||
public void Patrol()
|
||||
{
|
||||
var rng = new RandomNumberGenerator();
|
||||
rng.Randomize();
|
||||
var randomizedSpot = new Vector3(rng.RandfRange(-5.0f, 5.0f), 0, rng.RandfRange(-5.0f, 5.0f));
|
||||
_enemyLogic.Input(new EnemyLogic.Input.PatrolToRandomSpot(GlobalPosition + randomizedSpot));
|
||||
_enemyLogic.Input(new EnemyLogic.Input.StartPatrol());
|
||||
var rng = new RandomNumberGenerator();
|
||||
rng.Randomize();
|
||||
var randomizedSpot = new Vector3(rng.RandfRange(-5.0f, 5.0f), 0, rng.RandfRange(-5.0f, 5.0f));
|
||||
_enemyLogic.Input(new EnemyLogic.Input.PatrolToRandomSpot(GlobalPosition + randomizedSpot));
|
||||
_enemyLogic.Input(new EnemyLogic.Input.StartPatrol());
|
||||
}
|
||||
|
||||
private void Hitbox_AreaEntered(Area3D area)
|
||||
{
|
||||
var target = area.GetOwner();
|
||||
if (target is IPlayer player)
|
||||
{
|
||||
var damage = _enemyStatResource.CurrentAttack * PrimaryAttackElementalDamageBonus;
|
||||
player.TakeDamage(damage, PrimaryAttackElementalType, BattleExtensions.IsCriticalHit(_enemyStatResource.Luck));
|
||||
}
|
||||
var target = area.GetOwner();
|
||||
if (target is IPlayer player)
|
||||
{
|
||||
var damage = _enemyStatResource.CurrentAttack * PrimaryAttackElementalDamageBonus;
|
||||
player.TakeDamage(damage, PrimaryAttackElementalType, BattleExtensions.IsCriticalHit(_enemyStatResource.Luck));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,13 +27,13 @@ metadata/_custom_type_script = ExtResource("2_oln85")
|
||||
radius = 0.106078
|
||||
height = 1.23076
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_8vcnq"]
|
||||
radius = 0.57308
|
||||
|
||||
[sub_resource type="CylinderShape3D" id="CylinderShape3D_jbgmx"]
|
||||
height = 5.0
|
||||
radius = 1.0
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_8vcnq"]
|
||||
radius = 0.57308
|
||||
|
||||
[node name="Sproingy" type="CharacterBody3D"]
|
||||
process_mode = 1
|
||||
collision_layer = 10
|
||||
@@ -44,46 +44,54 @@ axis_lock_angular_z = true
|
||||
script = ExtResource("1_xsluo")
|
||||
_enemyStatResource = SubResource("Resource_oln85")
|
||||
|
||||
[node name="NavigationAgentClient" parent="." instance=ExtResource("3_ut5m2")]
|
||||
unique_name_in_owner = true
|
||||
|
||||
[node name="CollisionShape" type="CollisionShape3D" parent="."]
|
||||
unique_name_in_owner = true
|
||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
|
||||
shape = SubResource("CapsuleShape3D_cwfph")
|
||||
|
||||
[node name="LineOfSight" type="Area3D" parent="."]
|
||||
[node name="Navigation" type="Node3D" parent="."]
|
||||
|
||||
[node name="NavigationAgentClient" parent="Navigation" instance=ExtResource("3_ut5m2")]
|
||||
unique_name_in_owner = true
|
||||
|
||||
[node name="Collision" type="Node3D" parent="."]
|
||||
|
||||
[node name="Collision" type="Area3D" parent="Collision"]
|
||||
collision_layer = 2048
|
||||
collision_mask = 0
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Collision/Collision"]
|
||||
shape = SubResource("SphereShape3D_8vcnq")
|
||||
|
||||
[node name="LineOfSight" type="Area3D" parent="Collision"]
|
||||
unique_name_in_owner = true
|
||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0)
|
||||
collision_layer = 2
|
||||
collision_mask = 2
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="LineOfSight"]
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Collision/LineOfSight"]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, -2)
|
||||
shape = SubResource("CylinderShape3D_jbgmx")
|
||||
|
||||
[node name="PatrolTimer" type="Timer" parent="."]
|
||||
unique_name_in_owner = true
|
||||
wait_time = 10.0
|
||||
autostart = true
|
||||
|
||||
[node name="AttackTimer" type="Timer" parent="."]
|
||||
unique_name_in_owner = true
|
||||
wait_time = 0.8
|
||||
autostart = true
|
||||
|
||||
[node name="Raycast" type="RayCast3D" parent="."]
|
||||
[node name="Raycast" type="RayCast3D" parent="Collision"]
|
||||
unique_name_in_owner = true
|
||||
target_position = Vector3(0, 0, -5)
|
||||
collision_mask = 3
|
||||
|
||||
[node name="EnemyModelView" parent="." instance=ExtResource("4_o3b7p")]
|
||||
[node name="Visual" type="Node3D" parent="."]
|
||||
|
||||
[node name="EnemyModelView" parent="Visual" instance=ExtResource("4_o3b7p")]
|
||||
unique_name_in_owner = true
|
||||
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 0.0862446, 0)
|
||||
|
||||
[node name="Collision" type="Area3D" parent="."]
|
||||
collision_layer = 2048
|
||||
collision_mask = 0
|
||||
[node name="Timers" type="Node" parent="."]
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Collision"]
|
||||
shape = SubResource("SphereShape3D_8vcnq")
|
||||
[node name="PatrolTimer" type="Timer" parent="Timers"]
|
||||
unique_name_in_owner = true
|
||||
wait_time = 10.0
|
||||
autostart = true
|
||||
|
||||
[node name="AttackTimer" type="Timer" parent="Timers"]
|
||||
unique_name_in_owner = true
|
||||
wait_time = 0.8
|
||||
autostart = true
|
||||
|
||||
@@ -106,506 +106,508 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<ISaveChunk<Play
|
||||
#region Initialization
|
||||
public void Initialize()
|
||||
{
|
||||
AnimationPlayer.AnimationFinished += OnAnimationFinished;
|
||||
_expToNextLevel = new Dictionary<int, int>
|
||||
{
|
||||
{ 2, 12 },
|
||||
{ 3, 39 },
|
||||
{ 4, 87 },
|
||||
{ 5, 162 },
|
||||
{ 6, 270 },
|
||||
{ 7, 417 },
|
||||
{ 8, 609 }
|
||||
};
|
||||
AnimationPlayer.AnimationFinished += OnAnimationFinished;
|
||||
_expToNextLevel = new Dictionary<int, int>
|
||||
{
|
||||
{ 2, 12 },
|
||||
{ 3, 39 },
|
||||
{ 4, 87 },
|
||||
{ 5, 162 },
|
||||
{ 6, 270 },
|
||||
{ 7, 417 },
|
||||
{ 8, 609 }
|
||||
};
|
||||
}
|
||||
|
||||
public void Setup()
|
||||
{
|
||||
var container = new SimpleInjector.Container();
|
||||
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
|
||||
container.Verify();
|
||||
var container = new SimpleInjector.Container();
|
||||
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
|
||||
container.Verify();
|
||||
|
||||
Settings = new PlayerLogic.Settings() { RotationSpeed = PlayerStatResource.RotationSpeed, MoveSpeed = PlayerStatResource.MoveSpeed, Acceleration = PlayerStatResource.Acceleration };
|
||||
Stats = new PlayerStatController();
|
||||
Stats.Init(
|
||||
new PlayerStats
|
||||
{
|
||||
CurrentHP = PlayerStatResource.CurrentHP,
|
||||
MaximumHP = PlayerStatResource.MaximumHP,
|
||||
CurrentVT = PlayerStatResource.CurrentVT,
|
||||
MaximumVT = PlayerStatResource.MaximumVT,
|
||||
CurrentAttack = PlayerStatResource.CurrentAttack,
|
||||
BonusAttack = PlayerStatResource.BonusAttack,
|
||||
MaxAttack = PlayerStatResource.MaxAttack,
|
||||
CurrentDefense = PlayerStatResource.CurrentDefense,
|
||||
BonusDefense = PlayerStatResource.BonusDefense,
|
||||
MaxDefense = PlayerStatResource.MaxDefense,
|
||||
CurrentExp = PlayerStatResource.CurrentExp,
|
||||
CurrentLevel = PlayerStatResource.CurrentLevel,
|
||||
ExpToNextLevel = PlayerStatResource.ExpToNextLevel,
|
||||
Luck = PlayerStatResource.Luck
|
||||
});
|
||||
Settings = new PlayerLogic.Settings() { RotationSpeed = PlayerStatResource.RotationSpeed, MoveSpeed = PlayerStatResource.MoveSpeed, Acceleration = PlayerStatResource.Acceleration };
|
||||
Stats = new PlayerStatController();
|
||||
Stats.Init(
|
||||
new PlayerStats
|
||||
{
|
||||
CurrentHP = PlayerStatResource.CurrentHP,
|
||||
MaximumHP = PlayerStatResource.MaximumHP,
|
||||
CurrentVT = PlayerStatResource.CurrentVT,
|
||||
MaximumVT = PlayerStatResource.MaximumVT,
|
||||
CurrentAttack = PlayerStatResource.CurrentAttack,
|
||||
BonusAttack = PlayerStatResource.BonusAttack,
|
||||
MaxAttack = PlayerStatResource.MaxAttack,
|
||||
CurrentDefense = PlayerStatResource.CurrentDefense,
|
||||
BonusDefense = PlayerStatResource.BonusDefense,
|
||||
MaxDefense = PlayerStatResource.MaxDefense,
|
||||
CurrentExp = PlayerStatResource.CurrentExp,
|
||||
CurrentLevel = PlayerStatResource.CurrentLevel,
|
||||
ExpToNextLevel = PlayerStatResource.ExpToNextLevel,
|
||||
Luck = PlayerStatResource.Luck
|
||||
});
|
||||
|
||||
Inventory = new Inventory();
|
||||
Inventory = new Inventory();
|
||||
|
||||
PlayerLogic = container.GetInstance<IPlayerLogic>();
|
||||
PlayerLogic.Set(this as IPlayer);
|
||||
PlayerLogic.Set(Settings);
|
||||
PlayerLogic.Set(Stats);
|
||||
PlayerLogic.Set(_gameRepo);
|
||||
PlayerLogic = container.GetInstance<IPlayerLogic>();
|
||||
PlayerLogic.Set(this as IPlayer);
|
||||
PlayerLogic.Set(Settings);
|
||||
PlayerLogic.Set(Stats);
|
||||
PlayerLogic.Set(_gameRepo);
|
||||
|
||||
var defaultWeapon = new Weapon();
|
||||
defaultWeapon.Stats = _defaultWeapon;
|
||||
var defaultArmor = new Armor();
|
||||
defaultArmor.Stats = _defaultArmor;
|
||||
Inventory.TryAdd(defaultWeapon);
|
||||
Inventory.TryAdd(defaultArmor);
|
||||
var defaultWeapon = new Weapon();
|
||||
defaultWeapon.Stats = _defaultWeapon;
|
||||
var defaultArmor = new Armor();
|
||||
defaultArmor.Stats = _defaultArmor;
|
||||
Inventory.TryAdd(defaultWeapon);
|
||||
Inventory.TryAdd(defaultArmor);
|
||||
|
||||
EquippedWeapon.Sync += EquippedWeapon_Sync;
|
||||
EquippedArmor.Sync += EquippedArmor_Sync;
|
||||
EquippedAccessory.Sync += EquippedAccessory_Sync;
|
||||
Stats.CurrentHP.Sync += CurrentHP_Sync;
|
||||
Stats.CurrentExp.Sync += CurrentEXP_Sync;
|
||||
EquippedWeapon.Sync += EquippedWeapon_Sync;
|
||||
EquippedArmor.Sync += EquippedArmor_Sync;
|
||||
EquippedAccessory.Sync += EquippedAccessory_Sync;
|
||||
Stats.CurrentHP.Sync += CurrentHP_Sync;
|
||||
Stats.CurrentExp.Sync += CurrentEXP_Sync;
|
||||
|
||||
Equip(defaultWeapon);
|
||||
Equip(defaultArmor);
|
||||
Equip(defaultWeapon);
|
||||
Equip(defaultArmor);
|
||||
|
||||
HealthTimer.WaitTime = _healthTimerWaitTime;
|
||||
HealthTimer.Timeout += OnHealthTimerTimeout;
|
||||
Hitbox.AreaEntered += Hitbox_AreaEntered;
|
||||
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
|
||||
HealthTimer.WaitTime = _healthTimerWaitTime;
|
||||
HealthTimer.Timeout += OnHealthTimerTimeout;
|
||||
Hitbox.AreaEntered += Hitbox_AreaEntered;
|
||||
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
|
||||
}
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
PlayerChunk = new SaveChunk<PlayerData>(
|
||||
onSave: (chunk) => new PlayerData()
|
||||
{
|
||||
PlayerStats = new PlayerStats()
|
||||
{
|
||||
CurrentHP = Stats.CurrentHP.Value,
|
||||
MaximumHP = Stats.MaximumHP.Value,
|
||||
CurrentVT = Stats.CurrentVT.Value,
|
||||
MaximumVT = Stats.MaximumVT.Value,
|
||||
CurrentAttack = Stats.CurrentAttack.Value,
|
||||
BonusAttack = Stats.BonusAttack.Value,
|
||||
MaxAttack = Stats.MaxAttack.Value,
|
||||
CurrentDefense = Stats.CurrentDefense.Value,
|
||||
BonusDefense = Stats.BonusDefense.Value,
|
||||
MaxDefense = Stats.MaxDefense.Value,
|
||||
CurrentExp = Stats.CurrentExp.Value,
|
||||
CurrentLevel = Stats.CurrentLevel.Value,
|
||||
ExpToNextLevel = Stats.ExpToNextLevel.Value,
|
||||
Luck = Stats.Luck.Value
|
||||
},
|
||||
Inventory = Inventory
|
||||
},
|
||||
onLoad: (chunk, data) =>
|
||||
{
|
||||
Stats.Init(data.PlayerStats);
|
||||
Inventory = data.Inventory;
|
||||
}
|
||||
);
|
||||
PlayerChunk = new SaveChunk<PlayerData>(
|
||||
onSave: (chunk) => new PlayerData()
|
||||
{
|
||||
PlayerStats = new PlayerStats()
|
||||
{
|
||||
CurrentHP = Stats.CurrentHP.Value,
|
||||
MaximumHP = Stats.MaximumHP.Value,
|
||||
CurrentVT = Stats.CurrentVT.Value,
|
||||
MaximumVT = Stats.MaximumVT.Value,
|
||||
CurrentAttack = Stats.CurrentAttack.Value,
|
||||
BonusAttack = Stats.BonusAttack.Value,
|
||||
MaxAttack = Stats.MaxAttack.Value,
|
||||
CurrentDefense = Stats.CurrentDefense.Value,
|
||||
BonusDefense = Stats.BonusDefense.Value,
|
||||
MaxDefense = Stats.MaxDefense.Value,
|
||||
CurrentExp = Stats.CurrentExp.Value,
|
||||
CurrentLevel = Stats.CurrentLevel.Value,
|
||||
ExpToNextLevel = Stats.ExpToNextLevel.Value,
|
||||
Luck = Stats.Luck.Value
|
||||
},
|
||||
Inventory = Inventory
|
||||
},
|
||||
onLoad: (chunk, data) =>
|
||||
{
|
||||
Stats.Init(data.PlayerStats);
|
||||
Inventory = data.Inventory;
|
||||
}
|
||||
);
|
||||
|
||||
PlayerBinding = PlayerLogic.Bind();
|
||||
PlayerBinding = PlayerLogic.Bind();
|
||||
|
||||
PlayerBinding
|
||||
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
|
||||
{
|
||||
if (PlayerIsHittingGeometry())
|
||||
{
|
||||
AnimationPlayer.Play("hit_wall");
|
||||
_gameRepo.OnPlayerAttackedWall();
|
||||
}
|
||||
else
|
||||
{
|
||||
var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed;
|
||||
AnimationPlayer.SetSpeedScale((float)attackSpeed);
|
||||
AnimationPlayer.Play("attack");
|
||||
_gameRepo.OnPlayerAttack();
|
||||
}
|
||||
})
|
||||
.Handle((in PlayerLogic.Output.ThrowItem output) =>
|
||||
{
|
||||
})
|
||||
.Handle((in PlayerLogic.Output.Move output) =>
|
||||
{
|
||||
Move(output.delta);
|
||||
});
|
||||
PlayerBinding
|
||||
.Handle((in PlayerLogic.Output.Animations.Attack output) =>
|
||||
{
|
||||
if (PlayerIsHittingGeometry())
|
||||
{
|
||||
AnimationPlayer.Play("hit_wall");
|
||||
_gameRepo.OnPlayerAttackedWall();
|
||||
}
|
||||
else
|
||||
{
|
||||
var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed;
|
||||
AnimationPlayer.SetSpeedScale((float)attackSpeed);
|
||||
AnimationPlayer.Play("attack");
|
||||
_gameRepo.OnPlayerAttack();
|
||||
}
|
||||
})
|
||||
.Handle((in PlayerLogic.Output.ThrowItem output) =>
|
||||
{
|
||||
})
|
||||
.Handle((in PlayerLogic.Output.Move output) =>
|
||||
{
|
||||
Move(output.delta);
|
||||
});
|
||||
|
||||
GameChunk.AddChunk(PlayerChunk);
|
||||
GameChunk.AddChunk(PlayerChunk);
|
||||
|
||||
PlayerLogic.Start();
|
||||
this.Provide();
|
||||
PlayerLogic.Start();
|
||||
this.Provide();
|
||||
}
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
SetPhysicsProcess(true);
|
||||
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
|
||||
SetPhysicsProcess(true);
|
||||
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void Attack()
|
||||
{
|
||||
PlayerLogic.Input(new PlayerLogic.Input.Attack());
|
||||
PlayerLogic.Input(new PlayerLogic.Input.Attack());
|
||||
}
|
||||
|
||||
public void PlayerPause()
|
||||
{
|
||||
Game.TogglePause();
|
||||
Game.TogglePause();
|
||||
}
|
||||
|
||||
public void RaiseHP(int amountToRaise)
|
||||
{
|
||||
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
|
||||
Stats.SetCurrentHP(Stats.MaximumHP.Value);
|
||||
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
|
||||
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
|
||||
Stats.SetCurrentHP(Stats.MaximumHP.Value);
|
||||
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
|
||||
}
|
||||
|
||||
public void HealHP(int amountToRestore)
|
||||
{
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
|
||||
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
|
||||
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
|
||||
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
|
||||
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
|
||||
}
|
||||
|
||||
public void RaiseVT(int amountToRaise)
|
||||
{
|
||||
if (Stats.CurrentVT == Stats.MaximumVT)
|
||||
{
|
||||
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
|
||||
Stats.SetCurrentVT(Stats.MaximumVT.Value);
|
||||
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
|
||||
}
|
||||
if (Stats.CurrentVT == Stats.MaximumVT)
|
||||
{
|
||||
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
|
||||
Stats.SetCurrentVT(Stats.MaximumVT.Value);
|
||||
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
|
||||
}
|
||||
}
|
||||
|
||||
public void HealVT(int amountToRestore)
|
||||
{
|
||||
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
|
||||
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
|
||||
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
|
||||
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
|
||||
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
|
||||
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
|
||||
}
|
||||
|
||||
public void ModifyBonusAttack(int amount)
|
||||
{
|
||||
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
|
||||
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
|
||||
}
|
||||
|
||||
public void ModifyBonusDefense(int amount)
|
||||
{
|
||||
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
|
||||
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
|
||||
}
|
||||
|
||||
public void ModifyMaximumHP(int amount)
|
||||
{
|
||||
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
|
||||
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
|
||||
}
|
||||
|
||||
public void ModifyMaximumVT(int amount)
|
||||
{
|
||||
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
|
||||
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
|
||||
}
|
||||
|
||||
public void ModifyBonusLuck(double amount)
|
||||
{
|
||||
Stats.SetLuck(Stats.Luck.Value + amount);
|
||||
Stats.SetLuck(Stats.Luck.Value + amount);
|
||||
}
|
||||
|
||||
public void Move(float delta)
|
||||
{
|
||||
var rawInput = GlobalInputVector;
|
||||
var strafeLeftInput = LeftStrafeInputVector;
|
||||
var strafeRightInput = RightStrafeInputVector;
|
||||
var rawInput = GlobalInputVector;
|
||||
var strafeLeftInput = LeftStrafeInputVector;
|
||||
var strafeRightInput = RightStrafeInputVector;
|
||||
|
||||
var transform = Transform;
|
||||
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
|
||||
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
|
||||
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
|
||||
_knockbackStrength = _knockbackStrength * 0.9f;
|
||||
Transform = Transform with { Basis = transform.Basis };
|
||||
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
|
||||
MoveAndSlide();
|
||||
var transform = Transform;
|
||||
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
|
||||
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
|
||||
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
|
||||
_knockbackStrength = _knockbackStrength * 0.9f;
|
||||
Transform = Transform with { Basis = transform.Basis };
|
||||
Velocity = velocity + (_knockbackDirection * _knockbackStrength);
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
public void TeleportPlayer(Transform3D newTransform)
|
||||
{
|
||||
Transform = newTransform;
|
||||
Transform = newTransform;
|
||||
}
|
||||
|
||||
public void TakeDamage(double damage, ElementType elementType, bool isCriticalHit = false)
|
||||
{
|
||||
if (Stats.CurrentHP.Value > 0)
|
||||
{
|
||||
damage = CalculateDefenseResistance(damage);
|
||||
if (isCriticalHit)
|
||||
damage *= 2;
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage);
|
||||
}
|
||||
if (Stats.CurrentHP.Value > 0)
|
||||
{
|
||||
damage = CalculateDefenseResistance(damage);
|
||||
if (isCriticalHit)
|
||||
damage *= 2;
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage);
|
||||
}
|
||||
}
|
||||
|
||||
public void Knockback(float impulse)
|
||||
{
|
||||
_knockbackStrength = impulse;
|
||||
_knockbackDirection = GlobalBasis.Z.Normalized();
|
||||
_knockbackStrength = impulse;
|
||||
_knockbackDirection = GlobalBasis.Z.Normalized();
|
||||
}
|
||||
|
||||
public void GainExp(double expGained)
|
||||
{
|
||||
Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained);
|
||||
Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained);
|
||||
}
|
||||
|
||||
public void LevelUp()
|
||||
{
|
||||
var nextLevel = Stats.CurrentLevel.Value + 1;
|
||||
var expToNextLevel = _expToNextLevel[nextLevel];
|
||||
var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
|
||||
Stats.SetCurrentLevel(nextLevel);
|
||||
Stats.SetExpToNextLevel(expToNextLevel);
|
||||
Stats.SetCurrentExp(newCurrentExp);
|
||||
var nextLevel = Stats.CurrentLevel.Value + 1;
|
||||
var expToNextLevel = _expToNextLevel[nextLevel];
|
||||
var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
|
||||
Stats.SetCurrentLevel(nextLevel);
|
||||
Stats.SetExpToNextLevel(expToNextLevel);
|
||||
Stats.SetCurrentExp(newCurrentExp);
|
||||
}
|
||||
|
||||
public void Die() => PlayerLogic.Input(new PlayerLogic.Input.Die());
|
||||
|
||||
public override void _UnhandledInput(InputEvent @event)
|
||||
{
|
||||
if (@event.IsActionPressed(GameInputs.Pause))
|
||||
PlayerPause();
|
||||
if (@event.IsActionPressed(GameInputs.Pause))
|
||||
PlayerPause();
|
||||
|
||||
if (@event.IsActionPressed(GameInputs.Attack))
|
||||
Attack();
|
||||
if (@event.IsActionPressed(GameInputs.Attack))
|
||||
Attack();
|
||||
}
|
||||
|
||||
public void OnPhysicsProcess(double delta)
|
||||
{
|
||||
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
|
||||
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
|
||||
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
|
||||
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
|
||||
}
|
||||
|
||||
public void Equip(EquipableItem equipable)
|
||||
{
|
||||
if (equipable is Weapon weapon)
|
||||
{
|
||||
Unequip(_equippedWeapon.Value);
|
||||
weapon.IsEquipped = true;
|
||||
_equippedWeapon.OnNext(weapon);
|
||||
}
|
||||
else if (equipable is Armor armor)
|
||||
{
|
||||
Unequip(_equippedArmor.Value);
|
||||
armor.IsEquipped = true;
|
||||
_equippedArmor.OnNext(armor);
|
||||
}
|
||||
else if (equipable is Accessory accessory)
|
||||
{
|
||||
Unequip(_equippedAccessory.Value);
|
||||
accessory.IsEquipped = true;
|
||||
_equippedAccessory.OnNext(accessory);
|
||||
}
|
||||
else
|
||||
throw new NotImplementedException("Item type is not supported.");
|
||||
if (equipable is Weapon weapon)
|
||||
{
|
||||
Unequip(_equippedWeapon.Value);
|
||||
weapon.IsEquipped = true;
|
||||
_equippedWeapon.OnNext(weapon);
|
||||
}
|
||||
else if (equipable is Armor armor)
|
||||
{
|
||||
Unequip(_equippedArmor.Value);
|
||||
armor.IsEquipped = true;
|
||||
_equippedArmor.OnNext(armor);
|
||||
}
|
||||
else if (equipable is Accessory accessory)
|
||||
{
|
||||
Unequip(_equippedAccessory.Value);
|
||||
accessory.IsEquipped = true;
|
||||
_equippedAccessory.OnNext(accessory);
|
||||
}
|
||||
else
|
||||
throw new NotImplementedException("Item type is not supported.");
|
||||
}
|
||||
|
||||
public void Unequip(EquipableItem equipable)
|
||||
{
|
||||
if (equipable is Weapon weapon)
|
||||
{
|
||||
weapon.IsEquipped = false;
|
||||
ModifyBonusAttack(-weapon.Damage);
|
||||
_equippedWeapon.OnNext(new Weapon());
|
||||
}
|
||||
else if (equipable is Armor armor)
|
||||
{
|
||||
armor.IsEquipped = false;
|
||||
ModifyBonusDefense(-armor.Defense);
|
||||
_equippedArmor.OnNext(new Armor());
|
||||
}
|
||||
else if (equipable is Accessory accessory)
|
||||
{
|
||||
accessory.IsEquipped = false;
|
||||
ModifyMaximumHP(-accessory.MaxHPUp);
|
||||
ModifyMaximumVT(-accessory.MaxVTUp);
|
||||
ModifyBonusAttack(-accessory.ATKUp);
|
||||
ModifyBonusDefense(-accessory.DEFUp);
|
||||
ModifyBonusLuck(-accessory.LuckUp);
|
||||
_equippedAccessory.OnNext(new Accessory());
|
||||
}
|
||||
else
|
||||
throw new NotImplementedException("Item type is not supported.");
|
||||
if (equipable is Weapon weapon)
|
||||
{
|
||||
weapon.IsEquipped = false;
|
||||
ModifyBonusAttack(-weapon.Damage);
|
||||
_equippedWeapon.OnNext(new Weapon());
|
||||
}
|
||||
else if (equipable is Armor armor)
|
||||
{
|
||||
armor.IsEquipped = false;
|
||||
ModifyBonusDefense(-armor.Defense);
|
||||
_equippedArmor.OnNext(new Armor());
|
||||
}
|
||||
else if (equipable is Accessory accessory)
|
||||
{
|
||||
accessory.IsEquipped = false;
|
||||
ModifyMaximumHP(-accessory.MaxHPUp);
|
||||
ModifyMaximumVT(-accessory.MaxVTUp);
|
||||
ModifyBonusAttack(-accessory.ATKUp);
|
||||
ModifyBonusDefense(-accessory.DEFUp);
|
||||
ModifyBonusLuck(-accessory.LuckUp);
|
||||
_equippedAccessory.OnNext(new Accessory());
|
||||
}
|
||||
else
|
||||
throw new NotImplementedException("Item type is not supported.");
|
||||
|
||||
if (equipable.ItemTag == ItemTag.BreaksOnChange)
|
||||
Inventory.Remove(equipable);
|
||||
if (equipable.ItemTag == ItemTag.BreaksOnChange)
|
||||
Inventory.Remove(equipable);
|
||||
}
|
||||
|
||||
private static Vector3 GlobalInputVector
|
||||
{
|
||||
get
|
||||
{
|
||||
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
|
||||
var input = new Vector3
|
||||
{
|
||||
X = rawInput.X,
|
||||
Z = rawInput.Y
|
||||
};
|
||||
return input with { Y = 0f };
|
||||
}
|
||||
get
|
||||
{
|
||||
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
|
||||
var input = new Vector3
|
||||
{
|
||||
X = rawInput.X,
|
||||
Z = rawInput.Y
|
||||
};
|
||||
return input with { Y = 0f };
|
||||
}
|
||||
}
|
||||
|
||||
private static float LeftStrafeInputVector
|
||||
{
|
||||
get
|
||||
{
|
||||
return Input.GetActionStrength(GameInputs.StrafeLeft);
|
||||
}
|
||||
get
|
||||
{
|
||||
return Input.GetActionStrength(GameInputs.StrafeLeft);
|
||||
}
|
||||
}
|
||||
|
||||
private static float RightStrafeInputVector
|
||||
{
|
||||
get
|
||||
{
|
||||
return Input.GetActionStrength(GameInputs.StrafeRight);
|
||||
}
|
||||
get
|
||||
{
|
||||
return Input.GetActionStrength(GameInputs.StrafeRight);
|
||||
}
|
||||
}
|
||||
|
||||
private void ThrowItem()
|
||||
{
|
||||
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
|
||||
var throwItem = itemScene.Instantiate<ThrowableItem>();
|
||||
GetTree().Root.AddChildEx(throwItem);
|
||||
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
|
||||
throwItem.GlobalRotation = GlobalRotation;
|
||||
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
|
||||
var throwItem = itemScene.Instantiate<ThrowableItem>();
|
||||
GetTree().Root.AddChildEx(throwItem);
|
||||
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
|
||||
throwItem.GlobalRotation = GlobalRotation;
|
||||
}
|
||||
|
||||
private void OnAnimationFinished(StringName animation)
|
||||
{
|
||||
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
|
||||
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
|
||||
}
|
||||
|
||||
private void OnExitTree()
|
||||
{
|
||||
PlayerLogic.Stop();
|
||||
PlayerBinding.Dispose();
|
||||
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
|
||||
PlayerLogic.Stop();
|
||||
PlayerBinding.Dispose();
|
||||
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
|
||||
}
|
||||
|
||||
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
|
||||
|
||||
private void OnHealthTimerTimeout()
|
||||
{
|
||||
if (Stats.CurrentHP.Value <= 0)
|
||||
return;
|
||||
if (Stats.CurrentHP.Value <= 0)
|
||||
return;
|
||||
|
||||
if (Stats.CurrentVT.Value > 0)
|
||||
{
|
||||
if (((Accessory)EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
|
||||
{
|
||||
reduceOnTick = !reduceOnTick;
|
||||
}
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value + 1);
|
||||
if (reduceOnTick)
|
||||
Stats.SetCurrentVT(Stats.CurrentVT.Value - 1);
|
||||
}
|
||||
else
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value - 1);
|
||||
if (Stats.CurrentVT.Value > 0)
|
||||
{
|
||||
if (((Accessory)EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
|
||||
{
|
||||
reduceOnTick = !reduceOnTick;
|
||||
}
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value + 1);
|
||||
if (reduceOnTick)
|
||||
Stats.SetCurrentVT(Stats.CurrentVT.Value - 1);
|
||||
}
|
||||
else
|
||||
Stats.SetCurrentHP(Stats.CurrentHP.Value - 1);
|
||||
}
|
||||
|
||||
private void EquippedWeapon_Sync(EquipableItem obj)
|
||||
{
|
||||
ModifyBonusAttack(((Weapon)obj).Damage);
|
||||
ModifyBonusAttack(((Weapon)obj).Damage);
|
||||
}
|
||||
|
||||
private void EquippedArmor_Sync(EquipableItem obj)
|
||||
{
|
||||
ModifyBonusDefense(((Armor)obj).Defense);
|
||||
ModifyBonusDefense(((Armor)obj).Defense);
|
||||
}
|
||||
|
||||
private void EquippedAccessory_Sync(EquipableItem accessory)
|
||||
{
|
||||
ModifyMaximumHP(((Accessory)accessory).MaxHPUp);
|
||||
ModifyMaximumVT(((Accessory)accessory).MaxVTUp);
|
||||
ModifyBonusAttack(((Accessory)accessory).ATKUp);
|
||||
ModifyBonusDefense(((Accessory)accessory).DEFUp);
|
||||
ModifyBonusLuck(((Accessory)accessory).LuckUp);
|
||||
ModifyMaximumHP(((Accessory)accessory).MaxHPUp);
|
||||
ModifyMaximumVT(((Accessory)accessory).MaxVTUp);
|
||||
ModifyBonusAttack(((Accessory)accessory).ATKUp);
|
||||
ModifyBonusDefense(((Accessory)accessory).DEFUp);
|
||||
ModifyBonusLuck(((Accessory)accessory).LuckUp);
|
||||
}
|
||||
|
||||
private void CurrentHP_Sync(int newHealth)
|
||||
{
|
||||
if (newHealth <= 0)
|
||||
Die();
|
||||
if (newHealth <= 0)
|
||||
Die();
|
||||
}
|
||||
|
||||
private void CurrentEXP_Sync(double newExp)
|
||||
{
|
||||
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
|
||||
LevelUp();
|
||||
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
|
||||
LevelUp();
|
||||
}
|
||||
|
||||
private double CalculateDefenseResistance(double incomingDamage)
|
||||
{
|
||||
return Mathf.Max(incomingDamage - Stats.CurrentDefense.Value - Stats.BonusDefense.Value, 0.0);
|
||||
return Mathf.Max(incomingDamage - Stats.CurrentDefense.Value - Stats.BonusDefense.Value, 0.0);
|
||||
}
|
||||
|
||||
private void Hitbox_AreaEntered(Area3D area)
|
||||
{
|
||||
var target = area.GetOwner();
|
||||
if (target is IEnemy enemy)
|
||||
HitEnemy(enemy);
|
||||
var target = area.GetOwner();
|
||||
if (target is IEnemy enemy)
|
||||
HitEnemy(enemy);
|
||||
}
|
||||
|
||||
private void HitEnemy(IEnemy enemy)
|
||||
{
|
||||
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
|
||||
var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity;
|
||||
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
|
||||
var element = ((Weapon)EquippedWeapon.Value).WeaponElement;
|
||||
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
|
||||
var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity;
|
||||
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
|
||||
var element = ((Weapon)EquippedWeapon.Value).WeaponElement;
|
||||
|
||||
enemy.TakeDamage(
|
||||
attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus,
|
||||
element,
|
||||
isCriticalHit,
|
||||
false,
|
||||
ignoreElementalResistance);
|
||||
enemy.TakeDamage(
|
||||
attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus,
|
||||
element,
|
||||
isCriticalHit,
|
||||
false,
|
||||
ignoreElementalResistance);
|
||||
|
||||
if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback)
|
||||
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
|
||||
if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback)
|
||||
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
|
||||
|
||||
_gameRepo.OnPlayerAttackedEnemy();
|
||||
}
|
||||
|
||||
private void CollisionDetector_AreaEntered(Area3D area)
|
||||
{
|
||||
if (area.GetParent() is InventoryItem inventoryItem)
|
||||
{
|
||||
var isAdded = Inventory.TryAdd(inventoryItem);
|
||||
if (isAdded)
|
||||
{
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
|
||||
inventoryItem.QueueFree();
|
||||
}
|
||||
else
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
|
||||
}
|
||||
if (area.GetParent() is DroppedItem droppedItem)
|
||||
{
|
||||
var isAdded = Inventory.TryAdd(droppedItem.Item);
|
||||
if (isAdded)
|
||||
{
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
|
||||
droppedItem.QueueFree();
|
||||
}
|
||||
else
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
|
||||
}
|
||||
if (area.GetParent() is InventoryItem inventoryItem)
|
||||
{
|
||||
var isAdded = Inventory.TryAdd(inventoryItem);
|
||||
if (isAdded)
|
||||
{
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
|
||||
inventoryItem.QueueFree();
|
||||
}
|
||||
else
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
|
||||
}
|
||||
if (area.GetParent() is DroppedItem droppedItem)
|
||||
{
|
||||
var isAdded = Inventory.TryAdd(droppedItem.Item);
|
||||
if (isAdded)
|
||||
{
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
|
||||
droppedItem.QueueFree();
|
||||
}
|
||||
else
|
||||
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
|
||||
}
|
||||
}
|
||||
|
||||
private bool PlayerIsHittingGeometry()
|
||||
{
|
||||
var collisions = WallCheck.GetCollidingBodies();
|
||||
return collisions.Count > 0;
|
||||
var collisions = WallCheck.GetCollidingBodies();
|
||||
return collisions.Count > 0;
|
||||
}
|
||||
|
||||
private void WallCheck_BodyEntered(Node body)
|
||||
{
|
||||
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
|
||||
GD.Print("Hit wall");
|
||||
AnimationPlayer.Stop();
|
||||
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
|
||||
GD.Print("Hit wall");
|
||||
AnimationPlayer.Stop();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user