Add collisions to A2 corridors

Start implementation of fading ambient audio in/out on level load
This commit is contained in:
2026-02-05 14:17:45 -08:00
parent 147f04d2ff
commit 36b851254e
58 changed files with 1523 additions and 3666 deletions

View File

@@ -1,14 +1,14 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using System.Collections.Immutable;
using System.Linq;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class Altar : Node3D, IDungeonFloor
public partial class Altar : SpecialFloor, IDungeonFloor
{
public override void _Notification(int what) => this.Notify(what);
@@ -22,18 +22,26 @@ public partial class Altar : Node3D, IDungeonFloor
[Node] private Area3D NoExitArea { get; set; } = default!;
public ImmutableList<IDungeonRoom> Rooms => [];
[Node] private Node DimmableAudio { get; set; } = default!;
[Export] public Resource Dialogue { get; set; } = default!;
public bool FloorIsLoaded { get; set; }
public void OnResolved()
{
Show();
Exit.AreaEntered += Exit_AreaEntered;
NoExitArea.AreaEntered += NoExitArea_AreaEntered;
FloorIsLoaded = true;
var dimmableAudio = DimmableAudio.GetChildren().OfType<IDimmableAudioStreamPlayer>();
foreach (var dimmable in dimmableAudio)
dimmable.FadeIn();
}
public override void FadeOutAudio()
{
var dimmableAudio = DimmableAudio.GetChildren().OfType<IDimmableAudioStreamPlayer>();
foreach (var dimmable in dimmableAudio)
dimmable.FadeOut();
}
private void _player_PointUpFinished()
@@ -53,7 +61,4 @@ public partial class Altar : Node3D, IDungeonFloor
}
public void ExitReached() => Game.FloorExitReached();
public void InitializeDungeon() { return; }
public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawnPoint.Rotation, new Vector3(PlayerSpawnPoint.GlobalPosition.X, 0, PlayerSpawnPoint.GlobalPosition.Z)); }
}