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

@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
public partial class BossRoomA : SpecialFloor, IBossRoom, IDungeonFloor
{
public override void _Notification(int what) => this.Notify(what);
@@ -28,8 +28,6 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
[Node] public Node3D BossDoor { get; set; } = default!;
[Node] private Area3D _exit { get; set; } = default!;
public ImmutableList<IDungeonRoom> Rooms { get; }
public bool FloorIsLoaded { get; set; }
public void OnReady()
{
@@ -73,10 +71,5 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
ExitReached();
}
public void InitializeDungeon()
{
}
public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawn.Rotation, new Vector3(PlayerSpawn.GlobalPosition.X, -2.5f, PlayerSpawn.GlobalPosition.Z)); }
public override (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawn.Rotation, new Vector3(PlayerSpawn.GlobalPosition.X, -2.5f, PlayerSpawn.GlobalPosition.Z)); }
}