Add more NPCs, update dialogue manager to 4.4 compatible version

This commit is contained in:
2025-03-12 00:29:39 -07:00
parent 76b94f7be3
commit 22c9590442
167 changed files with 5874 additions and 5697 deletions

View File

@@ -1,4 +1,4 @@
using Chickensoft.AutoInject;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
@@ -31,105 +31,105 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
public void Setup()
{
AnimationTree.AnimationFinished += AnimationTree_AnimationFinished;
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Start(IDLE_FORWARD);
AnimationTree.AnimationFinished += AnimationTree_AnimationFinished;
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Start(IDLE_FORWARD);
}
public void PlayPrimaryAttackAnimation()
{
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_ATTACK);
}
public void PlaySecondaryAttackAnimation()
{
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK);
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(SECONDARY_ATTACK);
}
public void PlayPrimarySkillAnimation()
{
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_SKILL);
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(PRIMARY_SKILL);
}
public void PlayHitAnimation()
{
LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
}
public void PlayDeathAnimation()
{
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
tweener.TweenCallback(Callable.From(QueueFree));
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 0.8f);
tweener.TweenCallback(Callable.From(QueueFree));
}
public void RotateModel(Basis enemyBasis, Vector3 cameraDirection, bool isWalking) => RotateModel(enemyBasis, cameraDirection, 0.55f, 0.45f, isWalking);
public virtual void RotateModel(
Basis enemyBasis,
Vector3 cameraDirection,
float rotateUpperThreshold,
float rotateLowerThreshold,
bool isWalking)
Basis enemyBasis,
Vector3 cameraDirection,
float rotateUpperThreshold,
float rotateLowerThreshold,
bool isWalking)
{
var enemyForwardDirection = enemyBasis.Z;
var enemyLeftDirection = enemyBasis.X;
var enemyForwardDirection = enemyBasis.Z;
var enemyLeftDirection = enemyBasis.X;
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
var leftDotProduct = enemyLeftDirection.Dot(cameraDirection);
var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
if (forwardDotProduct < -rotateUpperThreshold)
{
if (isWalking)
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD_WALK);
else
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
}
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
else if (forwardDotProduct > rotateUpperThreshold)
{
if (isWalking)
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK_WALK);
else
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK);
}
else
{
// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
AnimatedSprite.FlipH = leftDotProduct > 0;
// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
{
if (isWalking)
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT_WALK);
else
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT);
}
}
// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
if (forwardDotProduct < -rotateUpperThreshold)
{
if (isWalking)
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD_WALK);
else
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
}
// Check if backward facing. If the dot product is 1, the enemy is facing the same direction as the camera.
else if (forwardDotProduct > rotateUpperThreshold)
{
if (isWalking)
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK_WALK);
else
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_BACK);
}
else
{
// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
AnimatedSprite.FlipH = leftDotProduct > 0;
// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
{
if (isWalking)
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT_WALK);
else
AnimationTree.Get(PARAMETERS_PLAYBACK).As<AnimationNodeStateMachinePlayback>().Travel(IDLE_LEFT);
}
}
}
private void LoadShader(string shaderPath)
{
var shader = GD.Load<Shader>(shaderPath);
AnimatedSprite.Material = new ShaderMaterial();
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
shaderMaterial.Shader = shader;
var shader = GD.Load<Shader>(shaderPath);
AnimatedSprite.Material = new ShaderMaterial();
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
shaderMaterial.Shader = shader;
}
private void AnimationTree_AnimationFinished(StringName animName)
{
if (animName == PRIMARY_ATTACK || animName == SECONDARY_ATTACK || animName == PRIMARY_SKILL)
{
AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
}
if (animName == PRIMARY_ATTACK || animName == SECONDARY_ATTACK || animName == PRIMARY_SKILL)
{
AnimationTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>().Travel(IDLE_FORWARD);
}
}
private void SetShaderValue(float shaderValue)
{
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
shaderMaterial.SetShaderParameter("progress", shaderValue);
var shaderMaterial = (ShaderMaterial)AnimatedSprite.Material;
shaderMaterial.SetShaderParameter("progress", shaderValue);
}
}

View File

@@ -23,46 +23,46 @@ public partial class Ballos : Enemy, IHasPrimaryAttack, IHasSecondaryAttack
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 EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) < 2.5f)
_enemyLogic.Input(new EnemyLogic.Input.StartAttacking());
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) > 45f)
_enemyLogic.Input(new EnemyLogic.Input.LostPlayer());
if (_enemyLogic.Value is EnemyLogic.State.Attacking && GlobalPosition.DistanceTo(_player.CurrentPosition) > 2.5f)
_enemyLogic.Input(new EnemyLogic.Input.Alerted());
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) < 2.5f)
_enemyLogic.Input(new EnemyLogic.Input.StartAttacking());
if (_enemyLogic.Value is EnemyLogic.State.FollowPlayer && GlobalPosition.DistanceTo(_player.CurrentPosition) > 45f)
_enemyLogic.Input(new EnemyLogic.Input.LostPlayer());
if (_enemyLogic.Value is EnemyLogic.State.Attacking && GlobalPosition.DistanceTo(_player.CurrentPosition) > 2.5f)
_enemyLogic.Input(new EnemyLogic.Input.Alerted());
}
public override void TakeAction()
{
var rng = new RandomNumberGenerator();
var options = new List<Action>() { PrimaryAttack, SecondaryAttack };
var selection = rng.RandWeighted([0.875f, 0.125f]);
options[(int)selection].Invoke();
var rng = new RandomNumberGenerator();
var options = new List<Action>() { PrimaryAttack, SecondaryAttack };
var selection = rng.RandWeighted([0.875f, 0.125f]);
options[(int)selection].Invoke();
}
public void PrimaryAttack()
{
_enemyModelView.PlayPrimaryAttackAnimation();
_enemyModelView.PlayPrimaryAttackAnimation();
}
public void SecondaryAttack()
{
_enemyModelView.PlaySecondaryAttackAnimation();
_enemyModelView.PlaySecondaryAttackAnimation();
}
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

@@ -1,8 +1,27 @@
[gd_scene load_steps=6 format=3 uid="uid://feegakykn3fv"]
[gd_scene load_steps=8 format=3 uid="uid://feegakykn3fv"]
[ext_resource type="Script" uid="uid://dwfxs5yrf7i3v" path="res://src/enemy/enemy_types/05. ballos/Ballos.cs" id="1_v2urn"]
[ext_resource type="Script" uid="uid://dnkmr0eq1sij0" path="res://src/enemy/EnemyStatResource.cs" id="2_iy2fp"]
[ext_resource type="PackedScene" uid="uid://c5xijwxkg4pf6" path="res://src/enemy/enemy_types/05. ballos/BallosModelView.tscn" id="2_v2urn"]
[sub_resource type="Resource" id="Resource_ko6aj"]
script = ExtResource("2_iy2fp")
CurrentHP = 100.0
MaximumHP = 100
CurrentAttack = 20
CurrentDefense = 12
MaxAttack = 20
MaxDefense = 12
ExpFromDefeat = 50
Luck = 0.05
TelluricResistance = 0.0
AeolicResistance = 0.0
HydricResistance = 0.0
IgneousResistance = 0.0
FerrumResistance = 0.0
DropsSoulGemChance = 0.75
metadata/_custom_type_script = "uid://dnkmr0eq1sij0"
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_cwfph"]
radius = 0.717471
height = 2.02807
@@ -16,12 +35,12 @@ radius = 1.20703
[node name="Ballos" type="CharacterBody3D"]
process_mode = 1
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0)
collision_layer = 10
collision_mask = 11
axis_lock_linear_y = true
axis_lock_angular_x = true
script = ExtResource("1_v2urn")
_enemyStatResource = SubResource("Resource_ko6aj")
[node name="CollisionShape" type="CollisionShape3D" parent="."]
unique_name_in_owner = true

View File

@@ -796,6 +796,7 @@ size = Vector2i(400, 400)
render_target_update_mode = 4
[node name="AnimatedSprite" type="AnimatedSprite2D" parent="Sprite3D/SubViewportContainer/SubViewport"]
unique_name_in_owner = true
sprite_frames = SubResource("SpriteFrames_mlptn")
animation = &"idle_front_walk"
offset = Vector2(200, 200)