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

@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using System.Collections.Immutable;
using Zennysoft.Game.Abstractions;
namespace Zennysoft.Game.Ma;
@@ -10,17 +11,22 @@ public partial class SpecialFloor : Node3D, IDungeonFloor
{
public override void _Notification(int what) => this.Notify(what);
[Node] private Marker3D PlayerSpawn { get; set; } = default!;
[Node] private Marker3D PlayerSpawnPoint { get; set; } = default!;
public ImmutableList<IDungeonRoom> Rooms => [];
public void InitializeDungeon()
public virtual void InitializeDungeon()
{
FloorIsLoaded = true;
}
public virtual void FadeOutAudio()
{
}
public bool FloorIsLoaded { get; set; }
public (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() => (PlayerSpawn.Rotation, PlayerSpawn.Position);
public virtual (Vector3 Rotation, Vector3 Position) GetPlayerSpawnPoint() => (PlayerSpawnPoint.Rotation, new Vector3(PlayerSpawnPoint.Position.X, 0, PlayerSpawnPoint.Position.Z));
}
}