Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
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@@ -7,7 +7,7 @@ using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
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public partial class BossRoomA : SpecialFloor, IBossRoom, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -28,8 +28,6 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
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[Node] public Node3D BossDoor { get; set; } = default!;
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[Node] private Area3D _exit { get; set; } = default!;
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public ImmutableList<IDungeonRoom> Rooms { get; }
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public bool FloorIsLoaded { get; set; }
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public void OnReady()
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{
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@@ -73,10 +71,5 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
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ExitReached();
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}
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public void InitializeDungeon()
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{
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}
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public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawn.Rotation, new Vector3(PlayerSpawn.GlobalPosition.X, -2.5f, PlayerSpawn.GlobalPosition.Z)); }
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public override (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawn.Rotation, new Vector3(PlayerSpawn.GlobalPosition.X, -2.5f, PlayerSpawn.GlobalPosition.Z)); }
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}
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