Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
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@@ -1,12 +1,11 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using System.Collections.Immutable;
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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 Overworld : Node3D, IDungeonFloor
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public partial class Overworld : SpecialFloor, IDungeonFloor
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{
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public override void _Notification(int what) => this.Notify(what);
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@@ -20,13 +19,9 @@ public partial class Overworld : Node3D, IDungeonFloor
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[Node] private Area3D RestoreArea { get; set; } = default!;
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public ImmutableList<IDungeonRoom> Rooms => [];
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public bool FloorIsLoaded { get; set; }
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private Timer RestoreTimer { get; set; }
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public void InitializeDungeon()
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public override void InitializeDungeon()
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{
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Show();
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Exit.AreaEntered += Exit_AreaEntered;
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@@ -73,6 +68,6 @@ public partial class Overworld : Node3D, IDungeonFloor
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public void ExitReached() => Game.FloorExitReached();
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public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawnPoint.Rotation, new Vector3(PlayerSpawnPoint.GlobalPosition.X, 2.4f, PlayerSpawnPoint.GlobalPosition.Z)); }
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public override (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() { return (PlayerSpawnPoint.Rotation, new Vector3(PlayerSpawnPoint.GlobalPosition.X, 2.4f, PlayerSpawnPoint.GlobalPosition.Z)); }
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}
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