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);
}
}