Reorganize SFX

This commit is contained in:
2025-03-10 22:13:09 -07:00
parent ed12c1cf15
commit 192f2eb316
29 changed files with 590 additions and 611 deletions

View File

@@ -15,6 +15,8 @@ public partial class InGameAudioLogic
public readonly record struct PlayPlayerAttackWallSound;
public readonly record struct PlayPlayerAttackEnemySound;
public readonly record struct PlayMenuScrollSound;
public readonly record struct PlayEquipSound;

View File

@@ -23,6 +23,8 @@ public interface IGameRepo : IDisposable
event Action? PlayerAttackedWall;
event Action? PlayerAttackedEnemy;
void Pause();
void Resume();
@@ -43,6 +45,8 @@ public interface IGameRepo : IDisposable
public void OnPlayerAttackedWall();
public void OnPlayerAttackedEnemy();
public void CloseInventory();
public void GameEnded();
@@ -61,6 +65,7 @@ public class GameRepo : IGameRepo
public event Action<InventoryItem>? RemoveItemFromInventoryEvent;
public event Action? PlayerAttack;
public event Action? PlayerAttackedWall;
public event Action? PlayerAttackedEnemy;
public IAutoProp<bool> IsPaused => _isPaused;
private readonly AutoProp<bool> _isPaused;
@@ -97,6 +102,7 @@ public class GameRepo : IGameRepo
public void EndDoubleExp()
{
AnnounceMessageOnMainScreen("Experience points effect wore off.");
DoubleExpTimeEnd?.Invoke();
ExpRate = 1;
}
@@ -125,6 +131,11 @@ public class GameRepo : IGameRepo
PlayerAttackedWall?.Invoke();
}
public void OnPlayerAttackedEnemy()
{
PlayerAttackedEnemy?.Invoke();
}
public void CloseInventory()
{
CloseInventoryEvent?.Invoke();

View File

@@ -1,4 +1,4 @@
using Chickensoft.AutoInject;
using Chickensoft.AutoInject;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.Introspection;
using Godot;
@@ -38,80 +38,80 @@ public partial class App : CanvasLayer, IApp
public void Initialize()
{
var container = new SimpleInjector.Container();
container.Options.DefaultScopedLifestyle = new AsyncScopedLifestyle();
container.Register<IAppRepo, AppRepo>(Lifestyle.Singleton);
container.Register<IAppLogic, AppLogic>(Lifestyle.Singleton);
container.Verify();
var container = new SimpleInjector.Container();
container.Options.DefaultScopedLifestyle = new AsyncScopedLifestyle();
container.Register<IAppRepo, AppRepo>(Lifestyle.Singleton);
container.Register<IAppLogic, AppLogic>(Lifestyle.Singleton);
container.Verify();
Instantiator = new Instantiator(GetTree());
Instantiator = new Instantiator(GetTree());
AppRepo = container.GetInstance<IAppRepo>();
AppLogic = container.GetInstance<IAppLogic>();
AppRepo = container.GetInstance<IAppRepo>();
AppLogic = container.GetInstance<IAppLogic>();
AppLogic.Set(AppRepo);
AppLogic.Set(new AppLogic.Data());
AppLogic.Set(AppRepo);
AppLogic.Set(new AppLogic.Data());
Menu.NewGame += OnNewGame;
Menu.LoadGame += OnLoadGame;
Menu.Quit += OnQuit;
Menu.NewGame += OnNewGame;
Menu.LoadGame += OnLoadGame;
Menu.Quit += OnQuit;
AnimationPlayer.AnimationFinished += OnAnimationFinished;
AnimationPlayer.AnimationFinished += OnAnimationFinished;
Input.MouseMode = Input.MouseModeEnum.Visible;
this.Provide();
Input.MouseMode = Input.MouseModeEnum.Visible;
this.Provide();
}
public void OnReady()
{
AppBinding = AppLogic.Bind();
AppBinding = AppLogic.Bind();
AppBinding
.Handle((in AppLogic.Output.ShowSplashScreen _) =>
{
HideMenus();
BlankScreen.Hide();
Splash.Show();
})
.Handle((in AppLogic.Output.HideSplashScreen _) =>
{
BlankScreen.Show();
FadeToBlack();
})
.Handle((in AppLogic.Output.SetupGameScene _) =>
{
Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
GameWindow.AddChildEx(Game);
Instantiator.SceneTree.Paused = false;
})
.Handle((in AppLogic.Output.ShowMainMenu _) =>
{
// Load everything while we're showing a black screen, then fade in.
HideMenus();
Menu.Show();
AppBinding
.Handle((in AppLogic.Output.ShowSplashScreen _) =>
{
HideMenus();
BlankScreen.Hide();
Splash.Show();
})
.Handle((in AppLogic.Output.HideSplashScreen _) =>
{
BlankScreen.Show();
FadeToBlack();
})
.Handle((in AppLogic.Output.SetupGameScene _) =>
{
Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
GameWindow.AddChildEx(Game);
Instantiator.SceneTree.Paused = false;
})
.Handle((in AppLogic.Output.ShowMainMenu _) =>
{
// Load everything while we're showing a black screen, then fade in.
HideMenus();
Menu.Show();
FadeInFromBlack();
Menu.NewGameButton.GrabFocus();
})
.Handle((in AppLogic.Output.FadeToBlack _) => FadeToBlack())
.Handle((in AppLogic.Output.HideGame _) => FadeToBlack())
.Handle((in AppLogic.Output.ShowGame _) =>
{
HideMenus();
FadeInFromBlack();
})
.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
{
Game.SaveFileLoaded += OnSaveFileLoaded;
Game.LoadExistingGame();
})
.Handle((in AppLogic.Output.ExitGame _) =>
{
GetTree().Quit();
});
FadeInFromBlack();
Menu.NewGameButton.GrabFocus();
})
.Handle((in AppLogic.Output.FadeToBlack _) => FadeToBlack())
.Handle((in AppLogic.Output.HideGame _) => FadeToBlack())
.Handle((in AppLogic.Output.ShowGame _) =>
{
HideMenus();
FadeInFromBlack();
})
.Handle((in AppLogic.Output.StartLoadingSaveFile _) =>
{
Game.SaveFileLoaded += OnSaveFileLoaded;
Game.LoadExistingGame();
})
.Handle((in AppLogic.Output.ExitGame _) =>
{
GetTree().Quit();
});
AppLogic.Start();
AppLogic.Start();
}
public void OnNewGame() => AppLogic.Input(new AppLogic.Input.NewGame());
@@ -122,44 +122,44 @@ public partial class App : CanvasLayer, IApp
public void OnSaveFileLoaded()
{
Game.SaveFileLoaded -= OnSaveFileLoaded;
AppLogic.Input(new AppLogic.Input.SaveFileLoaded());
Game.SaveFileLoaded -= OnSaveFileLoaded;
AppLogic.Input(new AppLogic.Input.SaveFileLoaded());
}
public void FadeInFromBlack()
{
BlankScreen.Show();
AnimationPlayer.Play("fade_in");
BlankScreen.Show();
AnimationPlayer.Play("fade_in");
}
public void FadeToBlack()
{
BlankScreen.Show();
AnimationPlayer.Play("fade_out");
BlankScreen.Show();
AnimationPlayer.Play("fade_out");
}
public void HideMenus()
{
Splash.Hide();
Menu.Hide();
Splash.Hide();
Menu.Hide();
}
public void OnAnimationFinished(StringName animation)
{
if (animation == "fade_in")
{
AppLogic.Input(new AppLogic.Input.FadeInFinished());
BlankScreen.Hide();
return;
}
if (animation == "fade_in")
{
AppLogic.Input(new AppLogic.Input.FadeInFinished());
BlankScreen.Hide();
return;
}
AppLogic.Input(new AppLogic.Input.FadeOutFinished());
AppLogic.Input(new AppLogic.Input.FadeOutFinished());
}
public void OnExitTree()
{
AppLogic.Stop();
AppBinding.Dispose();
AppRepo.Dispose();
AppLogic.Stop();
AppBinding.Dispose();
AppRepo.Dispose();
}
}

View File

@@ -37,6 +37,8 @@ public partial class InGameAudio : Node
[Node] public IAudioStreamPlayer PlayerAttackWallSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer PlayerAttackEnemySFX { get; set; } = default!;
[Node] public IAudioStreamPlayer MenuScrollSFX { get; set; } = default!;
[Node] public IAudioStreamPlayer EquipSFX { get; set; } = default!;
@@ -77,7 +79,8 @@ public partial class InGameAudio : Node
.Handle((in InGameAudioLogic.Output.PlayHealingItemSound _) => PlayHealingItemSound())
.Handle((in InGameAudioLogic.Output.PlayTeleportSound _) => PlayTeleportSound())
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackSound _) => { PlayerAttackSFX.Stop(); PlayerAttackSFX.Play(); })
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackWallSound _) => { PlayerAttackWallSFX.Stop(); PlayerAttackWallSFX.Play(); });
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackWallSound _) => { PlayerAttackWallSFX.Stop(); PlayerAttackWallSFX.Play(); })
.Handle((in InGameAudioLogic.Output.PlayPlayerAttackEnemySound _) => { PlayerAttackEnemySFX.Stop(); PlayerAttackEnemySFX.Play(); });
InGameAudioLogic.Start();
}

View File

@@ -3,17 +3,17 @@
[ext_resource type="Script" uid="uid://2mnouyn1jcqs" path="res://src/audio/InGameAudio.cs" id="1_gpmcr"]
[ext_resource type="AudioStream" uid="uid://dfu0fksb6slhx" path="res://src/audio/music/droney.mp3" id="2_8hfyr"]
[ext_resource type="AudioStream" uid="uid://d2jrktp06xsba" path="res://src/audio/music/crossing-the-gate.mp3" id="3_wbmd6"]
[ext_resource type="Script" path="res://src/audio/BGMPlayer.cs" id="3_wtvpb"]
[ext_resource type="Script" uid="uid://d2usinntpmcry" path="res://src/audio/BGMPlayer.cs" id="3_wtvpb"]
[ext_resource type="AudioStream" uid="uid://dn2e2hqujlia1" path="res://src/audio/music/tar-winds.mp3" id="4_surnl"]
[ext_resource type="AudioStream" uid="uid://t3g04u722f2k" path="res://src/audio/music/useless immune system-1.mp3" id="6_agr3r"]
[ext_resource type="AudioStream" uid="uid://cn8cugshq3o8k" path="res://src/audio/sfx/PlayerHitWallSFX.wav" id="7_8vh2f"]
[ext_resource type="AudioStream" uid="uid://dor0in0x2fg48" path="res://src/audio/sfx/TempFFVII/menu-move.ogg" id="7_777nl"]
[ext_resource type="AudioStream" uid="uid://dor0in0x2fg48" path="res://src/audio/sfx/MenuScrollSFX.ogg" id="7_777nl"]
[ext_resource type="AudioStream" uid="uid://d1mlduwauechv" path="res://src/audio/sfx/PlayerAttackSFX.wav" id="7_wtvpb"]
[ext_resource type="AudioStream" uid="uid://r1tryiit38i8" path="res://src/audio/sfx/TempFFVII/menu-back.ogg" id="8_1xcgo"]
[ext_resource type="AudioStream" uid="uid://bjj61s8q2gwb8" path="res://src/audio/sfx/TempFFVII/junction.ogg" id="8_kwybb"]
[ext_resource type="AudioStream" uid="uid://myx4s8lmarc2" path="res://src/audio/sfx/TempFFVII/something-earned.ogg" id="10_3lcw5"]
[ext_resource type="AudioStream" uid="uid://dci08kmwsu6k1" path="res://src/audio/sfx/TempFFVII/teleport.ogg" id="11_offhc"]
[ext_resource type="AudioStream" uid="uid://d3sn7c614uj2n" path="res://src/audio/sfx/TempFFVII/sort.ogg" id="12_wprjr"]
[ext_resource type="AudioStream" uid="uid://r1tryiit38i8" path="res://src/audio/sfx/MenuBackSFX.ogg" id="8_1xcgo"]
[ext_resource type="AudioStream" uid="uid://bjj61s8q2gwb8" path="res://src/audio/sfx/EquipSFX.ogg" id="8_kwybb"]
[ext_resource type="AudioStream" uid="uid://myx4s8lmarc2" path="res://src/audio/sfx/HealSFX.ogg" id="10_3lcw5"]
[ext_resource type="AudioStream" uid="uid://dci08kmwsu6k1" path="res://src/audio/sfx/ExitSFX.ogg" id="11_offhc"]
[ext_resource type="AudioStream" uid="uid://d3sn7c614uj2n" path="res://src/audio/sfx/SortSFX.ogg" id="12_wprjr"]
[node name="InGameAudio" type="Node"]
process_mode = 3

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://bjj61s8q2gwb8"
path="res://.godot/imported/EquipSFX.ogg-6a8dd8843f1eb38662d6d370e4b2f930.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/EquipSFX.ogg"
dest_files=["res://.godot/imported/EquipSFX.ogg-6a8dd8843f1eb38662d6d370e4b2f930.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dci08kmwsu6k1"
path="res://.godot/imported/ExitSFX.ogg-c16c2cdec4e3d13c44aa79cc98a70d7b.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/ExitSFX.ogg"
dest_files=["res://.godot/imported/ExitSFX.ogg-c16c2cdec4e3d13c44aa79cc98a70d7b.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://myx4s8lmarc2"
path="res://.godot/imported/HealSFX.ogg-8e33fc432d3aa613fb5d921400562a51.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/HealSFX.ogg"
dest_files=["res://.godot/imported/HealSFX.ogg-8e33fc432d3aa613fb5d921400562a51.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://r1tryiit38i8"
path="res://.godot/imported/MenuBackSFX.ogg-940782881d58f1c4c5f95977b5f42009.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/MenuBackSFX.ogg"
dest_files=["res://.godot/imported/MenuBackSFX.ogg-940782881d58f1c4c5f95977b5f42009.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://dor0in0x2fg48"
path="res://.godot/imported/MenuScrollSFX.ogg-b1800108be1a856f464e62089f5b0279.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/MenuScrollSFX.ogg"
dest_files=["res://.godot/imported/MenuScrollSFX.ogg-b1800108be1a856f464e62089f5b0279.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://d3sn7c614uj2n"
path="res://.godot/imported/SortSFX.ogg-7f616a0a2af3902cddc2ea22947a5f02.oggvorbisstr"
[deps]
source_file="res://src/audio/sfx/SortSFX.ogg"
dest_files=["res://.godot/imported/SortSFX.ogg-7f616a0a2af3902cddc2ea22947a5f02.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -1,23 +0,0 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://t28qhjuibv3f"
valid=false
[deps]
source_file="res://src/audio/sfx/TempFFVII/Equip.wav"
[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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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));
}
}
}

View File

@@ -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

View File

@@ -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();
}
}