Drop item
This commit is contained in:
@@ -1,9 +1,9 @@
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@startuml AppLogic
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state "AppLogic State" as GameJamDungeon_AppLogic_State {
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state "SetupGameScene" as GameJamDungeon_AppLogic_State_SetupGameScene
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state "InGame" as GameJamDungeon_AppLogic_State_InGame
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state "LoadingScreen" as GameJamDungeon_AppLogic_State_LoadingScreen
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state "MainMenu" as GameJamDungeon_AppLogic_State_MainMenu
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state "InGame" as GameJamDungeon_AppLogic_State_InGame
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state "SetupGameScene" as GameJamDungeon_AppLogic_State_SetupGameScene
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}
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GameJamDungeon_AppLogic_State_InGame --> GameJamDungeon_AppLogic_State_MainMenu : GameOver
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@@ -19,7 +19,9 @@ public partial class InGameAudioLogic
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gameEventDepot.DungeonAThemeAreaEntered += OnDungeonAThemeEntered;
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gameEventDepot.MenuScrolled += OnMenuScrolled;
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gameEventDepot.MenuBackedOut += OnMenuBackedOut;
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gameEventDepot.EquippedItem += OnEquippedItem;
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gameEventDepot.EquippedWeapon += OnEquippedItem;
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gameEventDepot.EquippedArmor += OnEquippedItem;
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gameEventDepot.EquippedAccessory += OnEquippedItem;
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gameEventDepot.InventorySorted += OnInventorySorted;
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gameEventDepot.HealingItemConsumed += OnHealingItemConsumed;
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gameEventDepot.RestorativePickedUp += OnRestorativePickedUp;
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@@ -32,7 +34,9 @@ public partial class InGameAudioLogic
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gameEventDepot.DungeonAThemeAreaEntered -= OnDungeonAThemeEntered;
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gameEventDepot.MenuScrolled -= OnMenuScrolled;
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gameEventDepot.MenuBackedOut -= OnMenuBackedOut;
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gameEventDepot.EquippedItem -= OnEquippedItem;
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gameEventDepot.EquippedWeapon -= OnEquippedItem;
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gameEventDepot.EquippedArmor -= OnEquippedItem;
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gameEventDepot.EquippedAccessory -= OnEquippedItem;
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gameEventDepot.InventorySorted -= OnInventorySorted;
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gameEventDepot.TeleportEntered -= OnTeleportEntered;
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});
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@@ -46,7 +50,7 @@ public partial class InGameAudioLogic
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private void OnInventorySorted() => Output(new Output.PlayInventorySortedSound());
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private void OnEquippedItem() => Output(new Output.PlayEquipSound());
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private void OnEquippedItem(IEquipableItem equipableItem) => Output(new Output.PlayEquipSound());
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private void OnOverworldEntered() => Output(new Output.PlayOverworldMusic());
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@@ -1,10 +1,10 @@
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@startuml EnemyLogic
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state "EnemyLogic State" as GameJamDungeon_EnemyLogic_State {
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state "Defeated" as GameJamDungeon_EnemyLogic_State_Defeated
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state "Alive" as GameJamDungeon_EnemyLogic_State_Alive {
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state "Idle" as GameJamDungeon_EnemyLogic_State_Idle
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state "FollowPlayer" as GameJamDungeon_EnemyLogic_State_FollowPlayer
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state "Idle" as GameJamDungeon_EnemyLogic_State_Idle
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}
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state "Defeated" as GameJamDungeon_EnemyLogic_State_Defeated
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}
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GameJamDungeon_EnemyLogic_State_Alive --> GameJamDungeon_EnemyLogic_State_Alive : AttackTimer
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@@ -2,17 +2,17 @@
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namespace GameJamDungeon;
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using Chickensoft.AutoInject;
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using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using System;
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public interface IGame : IProvide<IGameRepo>, IProvide<IGameEventDepot>, IProvide<IGame>, INode3D
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{
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event Game.StatRaisedAlertEventHandler StatRaisedAlert;
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public IPlayer Player { get; }
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public void DropItem(IInventoryItem item);
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}
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[Meta(typeof(IAutoNode))]
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@@ -130,12 +130,19 @@ public partial class Game : Node3D, IGame
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Player.MinimapButtonHeld += Player_MinimapButtonHeld;
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Player.PauseButtonPressed += Player_PauseButtonPressed;
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GameRepo.PlayerData.Inventory.EquippedItem += Inventory_EquippedItem;
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GameEventDepot.EnemyDefeated += OnEnemyDefeated;
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GameEventDepot.RestorativePickedUp += GameEventDepot_RestorativePickedUp;
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}
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public void DropItem(IInventoryItem item)
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{
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var droppedScene = GD.Load<PackedScene>("res://src/items/dropped/DroppedItem.tscn");
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var dropped = droppedScene.Instantiate<DroppedItem>();
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dropped.Item = item;
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AddChild(dropped);
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dropped.Drop();
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}
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private void OnEnemyDefeated(Vector3 vector, EnemyStatResource resource)
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{
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var restorativeScene = GD.Load<PackedScene>("res://src/items/restorative/Restorative.tscn");
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@@ -144,11 +151,6 @@ public partial class Game : Node3D, IGame
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restorative.GlobalPosition = vector;
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}
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private void Inventory_EquippedItem()
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{
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GameEventDepot.OnEquippedItem();
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}
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private void UseTeleportPrompt_CloseTeleportPrompt()
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{
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GameLogic.Input(new GameLogic.Input.HideAskForTeleport());
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@@ -26,11 +26,23 @@ namespace GameJamDungeon
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event Action? MenuBackedOut;
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public void OnMenuBackedOut();
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event Action? EquippedItem;
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public void OnEquippedItem();
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event Action<Weapon>? EquippedWeapon;
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public void OnEquippedWeapon(Weapon equippedWeapon);
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event Action? UnequippedItem;
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public void OnUnequippedItem();
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event Action? UnequippedWeapon;
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public void OnUnequippedWeapon();
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event Action<Armor>? EquippedArmor;
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public void OnEquippedArmor(Armor equippedArmor);
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event Action? UnequippedArmor;
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public void OnUnequippedArmor();
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event Action<Accessory>? EquippedAccessory;
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public void OnEquippedAccessory(Accessory equippedAccessory);
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event Action? UnequippedAccessory;
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public void OnUnequippedAccessory();
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event Action? InventorySorted;
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public void OnInventorySorted();
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@@ -57,8 +69,12 @@ namespace GameJamDungeon
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public event Action? MenuScrolled;
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public event Action? MenuBackedOut;
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public event Action? EquippedItem;
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public event Action? UnequippedItem;
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public event Action<Weapon>? EquippedWeapon;
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public event Action? UnequippedWeapon;
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public event Action<Armor>? EquippedArmor;
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public event Action? UnequippedArmor;
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public event Action<Accessory>? EquippedAccessory;
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public event Action? UnequippedAccessory;
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public event Action? InventorySorted;
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public event Action<ConsumableItemStats>? HealingItemConsumed;
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public event Action<Restorative>? RestorativePickedUp;
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@@ -74,8 +90,16 @@ namespace GameJamDungeon
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public void OnMenuScrolled() => MenuScrolled?.Invoke();
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public void OnMenuBackedOut() => MenuBackedOut?.Invoke();
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public void OnEquippedItem() => EquippedItem?.Invoke();
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public void OnUnequippedItem() => UnequippedItem?.Invoke();
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public void OnEquippedWeapon(Weapon equippedWeapon) => EquippedWeapon?.Invoke(equippedWeapon);
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public void OnUnequippedWeapon() => UnequippedWeapon?.Invoke();
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public void OnEquippedArmor(Armor equippedArmor) => EquippedArmor?.Invoke(equippedArmor);
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public void OnUnequippedArmor() => UnequippedArmor?.Invoke();
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public void OnEquippedAccessory(Accessory equippedAccessory) => EquippedAccessory?.Invoke(equippedAccessory);
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public void OnUnequippedAccessory() => UnequippedAccessory?.Invoke();
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public void OnInventorySorted() => InventorySorted?.Invoke();
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public void OnHealingItemConsumed(ConsumableItemStats item) => HealingItemConsumed?.Invoke(item);
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public void OnRestorativePickedUp(Restorative restorative) => RestorativePickedUp?.Invoke(restorative);
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@@ -1,15 +1,15 @@
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@startuml GameLogic
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state "GameLogic State" as GameJamDungeon_GameLogic_State {
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state "Quit" as GameJamDungeon_GameLogic_State_Quit
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state "GameStarted" as GameJamDungeon_GameLogic_State_GameStarted
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state "Playing" as GameJamDungeon_GameLogic_State_Playing {
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state "MinimapOpen" as GameJamDungeon_GameLogic_State_MinimapOpen
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state "Resuming" as GameJamDungeon_GameLogic_State_Resuming
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state "AskForTeleport" as GameJamDungeon_GameLogic_State_AskForTeleport
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state "Paused" as GameJamDungeon_GameLogic_State_Paused
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state "FloorClearedDecisionState" as GameJamDungeon_GameLogic_State_FloorClearedDecisionState
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state "InventoryOpened" as GameJamDungeon_GameLogic_State_InventoryOpened
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state "MinimapOpen" as GameJamDungeon_GameLogic_State_MinimapOpen
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state "Paused" as GameJamDungeon_GameLogic_State_Paused
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state "Resuming" as GameJamDungeon_GameLogic_State_Resuming
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}
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state "GameStarted" as GameJamDungeon_GameLogic_State_GameStarted
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state "Quit" as GameJamDungeon_GameLogic_State_Quit
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}
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GameJamDungeon_GameLogic_State_AskForTeleport --> GameJamDungeon_GameLogic_State_FloorClearedDecisionState : FloorExitReached
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@@ -262,7 +262,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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var currentItem = ItemSlots.ElementAt(_currentIndex).Item;
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if (currentItem is IEquipable equipable)
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if (currentItem is IEquipableItem equipable)
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{
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var isEquipped = GameRepo.PlayerData.Inventory.IsEquipped(equipable);
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UseButton.Text = isEquipped ? "Unequip" : "Equip";
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@@ -335,14 +335,14 @@ public partial class InventoryMenu : Control, IInventoryMenu
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itemSlot.Item = item;
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ItemsPage.AddChildEx(itemSlot);
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if (itemSlot.Item is IEquipable equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
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if (itemSlot.Item is IEquipableItem equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
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itemSlot.SetEquippedItemStyle();
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}
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if (ItemSlots.Any())
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{
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ItemSlots.ElementAt(_currentIndex).SetSelectedItemStyle();
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if (ItemSlots.ElementAt(_currentIndex).Item is IEquipable equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
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if (ItemSlots.ElementAt(_currentIndex).Item is IEquipableItem equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
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ItemSlots.ElementAt(_currentIndex).SetEquippedSelectedItemStyle();
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}
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}
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@@ -351,7 +351,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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{
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await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
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itemSlot.SetItemStyle();
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if (itemSlot.Item is IEquipable equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
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if (itemSlot.Item is IEquipableItem equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
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itemSlot.SetEquippedItemStyle();
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}
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@@ -366,7 +366,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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private async Task EquipOrUnequipItem()
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{
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var itemSlot = ItemSlots[_currentIndex];
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if (itemSlot.Item is IEquipable equipableItem)
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if (itemSlot.Item is IEquipableItem equipableItem)
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{
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if (GameRepo.PlayerData.Inventory.IsEquipped(equipableItem))
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{
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@@ -392,12 +392,11 @@ public partial class InventoryMenu : Control, IInventoryMenu
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private async void UseButtonPressed()
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{
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var currentItem = ItemSlots[_currentIndex].Item;
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if (currentItem is IEquipable)
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if (currentItem is IEquipableItem)
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await EquipOrUnequipItem();
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else if (currentItem is ConsumableItem consumable)
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else if (currentItem is IUsableItem usable)
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{
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GameRepo.PlayerData.Inventory.Use(consumable);
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GameEventDepot.OnHealingItemConsumed(consumable.ConsumableItemInfo);
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usable.Use();
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if (_currentIndex >= ItemSlots.Length - 1)
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_currentIndex--;
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if (_currentIndex <= 0)
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@@ -409,17 +408,23 @@ public partial class InventoryMenu : Control, IInventoryMenu
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{
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var currentItem = ItemSlots[_currentIndex].Item;
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if (currentItem is IThrowableItem throwable)
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{
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throwable.Throw();
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if (_currentIndex >= ItemSlots.Length - 1)
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_currentIndex--;
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if (_currentIndex <= 0)
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_currentIndex = 0;
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EmitSignal(SignalName.ClosedMenu);
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GameRepo.PlayerData.Inventory.Throw(currentItem);
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}
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}
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private async void DropButtonPressed()
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{
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var currentItem = ItemSlots[_currentIndex].Item;
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Game.DropItem(currentItem);
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if (_currentIndex >= ItemSlots.Length - 1)
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_currentIndex--;
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@@ -427,7 +432,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
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_currentIndex = 0;
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EmitSignal(SignalName.ClosedMenu);
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GameRepo.PlayerData.Inventory.Drop(currentItem);
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}
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private enum InventoryPageNumber
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@@ -90,7 +90,7 @@ public partial class ItemSlot : HBoxContainer, IItemSlot
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}
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public void SetSelectedItemStyle()
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{
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if (Item is IEquipable equipableItem && GameRepo.PlayerData.Inventory.IsEquipped(equipableItem))
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if (Item is IEquipableItem equipableItem && GameRepo.PlayerData.Inventory.IsEquipped(equipableItem))
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{
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ItemName.LabelSettings = SelectedEquippedItemFont;
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//EquipBonus.LabelSettings = EquippedItemFont;
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@@ -1,4 +0,0 @@
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namespace GameJamDungeon
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{
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public interface IEquipable;
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}
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9
src/items/IEquipableItem.cs
Normal file
9
src/items/IEquipableItem.cs
Normal file
@@ -0,0 +1,9 @@
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namespace GameJamDungeon
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{
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public interface IEquipableItem : IInventoryItem
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{
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public void Equip();
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public void Unequip();
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}
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}
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@@ -21,17 +21,11 @@ public interface IInventory : INode
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public void Remove(IInventoryItem inventoryItem);
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public void Equip(IEquipable equipable);
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public void Equip(IEquipableItem equipable);
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public void Unequip(IEquipable equipable);
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public void Unequip(IEquipableItem equipable);
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public bool IsEquipped(IEquipable equipable);
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public void Use(IInventoryItem inventoryItem);
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public void Throw(IInventoryItem inventoryItem);
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public void Drop(IInventoryItem inventoryItem);
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public bool IsEquipped(IEquipableItem equipable);
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public void Sort();
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@@ -40,8 +34,6 @@ public interface IInventory : INode
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event Inventory.AccessoryUnequippedEventHandler AccessoryUnequipped;
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event Inventory.RaiseStatRequestEventHandler RaiseStatRequest;
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event Inventory.EquippedItemEventHandler EquippedItem;
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}
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public partial class Inventory : Node, IInventory
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@@ -55,8 +47,6 @@ public partial class Inventory : Node, IInventory
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public delegate void AccessoryUnequippedEventHandler(AccessoryStats unequippedAccessory);
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[Signal]
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public delegate void RaiseStatRequestEventHandler(ConsumableItemStats consumableItemStats);
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[Signal]
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public delegate void EquippedItemEventHandler();
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public Inventory()
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{
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@@ -88,7 +78,7 @@ public partial class Inventory : Node, IInventory
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public void Remove(IInventoryItem inventoryItem) => Items.Remove(inventoryItem);
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public void Equip(IEquipable equipable)
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public void Equip(IEquipableItem equipable)
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{
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if (equipable is Weapon weapon)
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_equippedWeapon.OnNext(weapon);
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@@ -98,11 +88,9 @@ public partial class Inventory : Node, IInventory
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_equippedAccessory.OnNext(accessory);
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else
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throw new NotImplementedException("Item type is not supported.");
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EmitSignal(SignalName.EquippedItem);
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}
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public void Unequip(IEquipable equipable)
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public void Unequip(IEquipableItem equipable)
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{
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if (equipable is Weapon weapon)
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{
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@@ -121,7 +109,7 @@ public partial class Inventory : Node, IInventory
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throw new NotImplementedException("Item type is not supported.");
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}
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public bool IsEquipped(IEquipable equipable)
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public bool IsEquipped(IEquipableItem equipable)
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{
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if (equipable is Weapon weapon)
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return _equippedWeapon.Value.Equals(weapon);
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@@ -133,27 +121,6 @@ public partial class Inventory : Node, IInventory
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throw new NotImplementedException("Item type is not supported.");
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}
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public void Use(IInventoryItem item)
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{
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if (item is ConsumableItem consumableItem)
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{
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EmitSignal(SignalName.RaiseStatRequest, consumableItem.ConsumableItemInfo);
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Remove(consumableItem);
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}
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}
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public void Throw(IInventoryItem item)
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{
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if (item is ThrowableItem throwable)
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throwable.Throw(throwable.ThrowableItemInfo);
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//Remove(item);
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}
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public void Drop(IInventoryItem item)
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{
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Remove(item);
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}
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public void Sort()
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{
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var equippedWeapon = Items.OfType<Weapon>().Where(IsEquipped);
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@@ -1,4 +1,5 @@
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using Chickensoft.GodotNodeInterfaces;
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using Godot;
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using System;
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namespace GameJamDungeon
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@@ -6,8 +7,17 @@ namespace GameJamDungeon
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public interface IInventoryItem : INode3D
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{
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public Guid ID { get; }
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public IGameRepo GameRepo { get; }
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public InventoryItemStats Info { get; }
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}
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public interface IUsableItem : IInventoryItem
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{
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public void Use();
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}
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|
||||
public interface IThrowableItem : IInventoryItem
|
||||
{
|
||||
public void Throw();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,4 +13,6 @@ public partial class InventoryItemStats : Resource
|
||||
|
||||
[Export(PropertyHint.Range, "0, 1, 0.01")]
|
||||
public float SpawnRate { get; set; } = 0.5f;
|
||||
|
||||
public float ThrowSpeed { get; set; } = 7.0f;
|
||||
}
|
||||
@@ -3,16 +3,16 @@ using Chickensoft.Introspection;
|
||||
using GameJamDungeon;
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class Accessory : Node3D, IInventoryItem, IEquipable
|
||||
public partial class Accessory : Node3D, IEquipableItem, IThrowableItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
|
||||
|
||||
[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
|
||||
|
||||
public InventoryItemStats Info => AccessoryStats;
|
||||
|
||||
[Export]
|
||||
@@ -30,12 +30,17 @@ public partial class Accessory : Node3D, IInventoryItem, IEquipable
|
||||
Pickup.BodyEntered += OnEntered;
|
||||
}
|
||||
|
||||
public void Throw()
|
||||
public void Equip()
|
||||
{
|
||||
GameRepo.PlayerData.Inventory.Remove(this);
|
||||
GameEventDepot.OnEquippedAccessory(this);
|
||||
}
|
||||
|
||||
public void Drop()
|
||||
public void Unequip()
|
||||
{
|
||||
GameEventDepot.OnUnequippedAccessory();
|
||||
}
|
||||
|
||||
public void Throw()
|
||||
{
|
||||
GameRepo.PlayerData.Inventory.Remove(this);
|
||||
}
|
||||
|
||||
@@ -5,12 +5,14 @@ using Godot;
|
||||
using System;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class Armor : Node3D, IInventoryItem, IEquipable
|
||||
public partial class Armor : Node3D, IEquipableItem, IThrowableItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
|
||||
|
||||
[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
|
||||
|
||||
public InventoryItemStats Info => ArmorStats;
|
||||
|
||||
[Export]
|
||||
@@ -28,6 +30,16 @@ public partial class Armor : Node3D, IInventoryItem, IEquipable
|
||||
Pickup.BodyEntered += OnEntered;
|
||||
}
|
||||
|
||||
public void Equip()
|
||||
{
|
||||
GameEventDepot.OnEquippedArmor(this);
|
||||
}
|
||||
|
||||
public void Unequip()
|
||||
{
|
||||
GameEventDepot.OnUnequippedArmor();
|
||||
}
|
||||
|
||||
public void Throw()
|
||||
{
|
||||
GameRepo.PlayerData.Inventory.Remove(this);
|
||||
|
||||
@@ -5,11 +5,13 @@ using Godot;
|
||||
using System;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class ConsumableItem : Node3D, IInventoryItem
|
||||
public partial class ConsumableItem : Node3D, IUsableItem, IThrowableItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Dependency] public IGame Game => this.DependOn<IGame>();
|
||||
[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
|
||||
[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
|
||||
|
||||
public InventoryItemStats Info => ConsumableItemInfo;
|
||||
|
||||
@@ -22,6 +24,21 @@ public partial class ConsumableItem : Node3D, IInventoryItem
|
||||
|
||||
public Guid ID => Guid.NewGuid();
|
||||
|
||||
public void Use()
|
||||
{
|
||||
GameEventDepot.OnHealingItemConsumed(ConsumableItemInfo);
|
||||
}
|
||||
|
||||
public void Throw()
|
||||
{
|
||||
var throwableScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownItem.tscn");
|
||||
var throwable = throwableScene.Instantiate<ThrownItem>();
|
||||
throwable.ThrownItemStats = ConsumableItemInfo;
|
||||
Game.AddChild(throwable);
|
||||
throwable.Throw();
|
||||
GameRepo.PlayerData.Inventory.Remove(this);
|
||||
}
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
Sprite.Texture = ConsumableItemInfo.Texture;
|
||||
|
||||
45
src/items/dropped/DroppedItem.cs
Normal file
45
src/items/dropped/DroppedItem.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
|
||||
namespace GameJamDungeon
|
||||
{
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class DroppedItem : RigidBody3D
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
|
||||
|
||||
[Dependency] public IGame Game => this.DependOn<IGame>();
|
||||
|
||||
[Node] public Sprite3D Sprite { get; set; } = default!;
|
||||
|
||||
public IInventoryItem Item { get; set; }
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
BodyEntered += DroppedItem_BodyEntered;
|
||||
GlobalPosition = Game.Player.GlobalPosition + Vector3.Up;
|
||||
Sprite.Texture = Item.Info.Texture;
|
||||
AddCollisionExceptionWith((Node)Game.Player);
|
||||
}
|
||||
|
||||
public async void Drop()
|
||||
{
|
||||
ApplyCentralImpulse(-Game.Player.GlobalBasis.Z.Normalized() * 5.0f);
|
||||
await ToSignal(GetTree().CreateTimer(1.5), "timeout");
|
||||
RemoveCollisionExceptionWith((Node)Game.Player);
|
||||
}
|
||||
|
||||
private void DroppedItem_BodyEntered(Node body)
|
||||
{
|
||||
if (body is IPlayer player)
|
||||
{
|
||||
var isAdded = GameRepo.PlayerData.Inventory.TryAdd(Item);
|
||||
if (isAdded)
|
||||
QueueFree();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
25
src/items/dropped/DroppedItem.tscn
Normal file
25
src/items/dropped/DroppedItem.tscn
Normal file
@@ -0,0 +1,25 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://brq11lswpqxei"]
|
||||
|
||||
[ext_resource type="Script" path="res://src/items/dropped/DroppedItem.cs" id="1_67jk4"]
|
||||
[ext_resource type="Texture2D" uid="uid://mi70lolgtf3n" path="res://src/items/throwable/textures/GEOMANCER-DICE.png" id="2_cu1v3"]
|
||||
|
||||
[sub_resource type="SphereShape3D" id="SphereShape3D_28r8g"]
|
||||
|
||||
[node name="DroppedItem" type="RigidBody3D"]
|
||||
collision_layer = 4
|
||||
axis_lock_angular_x = true
|
||||
axis_lock_angular_y = true
|
||||
axis_lock_angular_z = true
|
||||
mass = 10.0
|
||||
contact_monitor = true
|
||||
max_contacts_reported = 50
|
||||
script = ExtResource("1_67jk4")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
shape = SubResource("SphereShape3D_28r8g")
|
||||
|
||||
[node name="Sprite" type="Sprite3D" parent="."]
|
||||
unique_name_in_owner = true
|
||||
pixel_size = 0.0005
|
||||
billboard = 2
|
||||
texture = ExtResource("2_cu1v3")
|
||||
@@ -5,7 +5,7 @@ using Godot;
|
||||
using System;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class ThrowableItem : Node3D, IInventoryItem
|
||||
public partial class ThrowableItem : Node3D, IThrowableItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -32,16 +32,13 @@ public partial class ThrowableItem : Node3D, IInventoryItem
|
||||
Pickup.BodyEntered += OnEntered;
|
||||
}
|
||||
|
||||
public void Throw(ThrowableItemStats throwableItemStats)
|
||||
public void Throw()
|
||||
{
|
||||
var throwableScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownGeometricDice.tscn");
|
||||
var throwableScene = GD.Load<PackedScene>("res://src/items/thrown/ThrownItem.tscn");
|
||||
var throwable = throwableScene.Instantiate<ThrownItem>();
|
||||
throwable.ThrownItemStats = ThrowableItemInfo;
|
||||
Game.AddChild(throwable);
|
||||
throwable.Throw(throwableItemStats);
|
||||
}
|
||||
|
||||
public void Drop()
|
||||
{
|
||||
throwable.Throw();
|
||||
GameRepo.PlayerData.Inventory.Remove(this);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://b1twcuneob5kt"]
|
||||
|
||||
[ext_resource type="Script" path="res://src/items/thrown/ThrownItem.cs" id="1_ig3yn"]
|
||||
[ext_resource type="Texture2D" uid="uid://mi70lolgtf3n" path="res://src/items/throwable/textures/GEOMANCER-DICE.png" id="2_ia1qk"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_s4ym5"]
|
||||
size = Vector3(0.288967, 0.302734, 0.28064)
|
||||
|
||||
[sub_resource type="ViewportTexture" id="ViewportTexture_vebu3"]
|
||||
viewport_path = NodePath("Sprite3D/SubViewport")
|
||||
|
||||
[node name="Hitbox" type="RigidBody3D"]
|
||||
collision_layer = 17
|
||||
collision_mask = 16
|
||||
mass = 0.001
|
||||
gravity_scale = 0.0
|
||||
contact_monitor = true
|
||||
max_contacts_reported = 1
|
||||
script = ExtResource("1_ig3yn")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00739601, 0.0986328, 0.137878)
|
||||
shape = SubResource("BoxShape3D_s4ym5")
|
||||
|
||||
[node name="Sprite3D" type="Sprite3D" parent="."]
|
||||
billboard = 2
|
||||
double_sided = false
|
||||
texture = SubResource("ViewportTexture_vebu3")
|
||||
|
||||
[node name="SubViewport" type="SubViewport" parent="Sprite3D"]
|
||||
disable_3d = true
|
||||
transparent_bg = true
|
||||
handle_input_locally = false
|
||||
size = Vector2i(100, 100)
|
||||
|
||||
[node name="Sprite" type="Sprite2D" parent="Sprite3D/SubViewport"]
|
||||
unique_name_in_owner = true
|
||||
z_index = 100
|
||||
scale = Vector2(0.1, 0.1)
|
||||
texture = ExtResource("2_ia1qk")
|
||||
centered = false
|
||||
flip_h = true
|
||||
@@ -10,27 +10,55 @@ public partial class ThrownItem : RigidBody3D
|
||||
|
||||
[Dependency] public IGame Game => this.DependOn<IGame>();
|
||||
|
||||
[Node] public Sprite2D Sprite { get; set; } = default!;
|
||||
public InventoryItemStats ThrownItemStats;
|
||||
|
||||
private int _damage = 0;
|
||||
[Node] public Sprite3D Sprite { get; set; } = default!;
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
BodyEntered += ThrownItem_BodyEntered;
|
||||
GlobalPosition = Game.Player.GlobalPosition + Vector3.Up;
|
||||
Sprite.Texture = ThrownItemStats.Texture;
|
||||
AddCollisionExceptionWith((Node)Game.Player);
|
||||
}
|
||||
|
||||
private void ThrownItem_BodyEntered(Node body)
|
||||
{
|
||||
if (body is IEnemy enemy)
|
||||
enemy.EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(_damage));
|
||||
{
|
||||
if (ThrownItemStats is ThrowableItemStats throwableItemStats)
|
||||
enemy.EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(throwableItemStats.Damage));
|
||||
}
|
||||
QueueFree();
|
||||
}
|
||||
|
||||
public void Throw(ThrowableItemStats throwableItemStats)
|
||||
public void Throw()
|
||||
{
|
||||
_damage = throwableItemStats.Damage;
|
||||
ApplyCentralImpulse(Game.Player.GlobalBasis.Z.Normalized() * -20.0f);
|
||||
ThrowInternal((dynamic)ThrownItemStats);
|
||||
}
|
||||
|
||||
private void ThrowInternal(WeaponStats weaponStats)
|
||||
{
|
||||
ApplyCentralImpulse(-Game.Player.GlobalBasis.Z.Normalized() * 5.0f);
|
||||
}
|
||||
|
||||
private void ThrowInternal(ArmorStats armorStats)
|
||||
{
|
||||
ApplyCentralImpulse(-Game.Player.GlobalBasis.Z.Normalized() * 5.0f);
|
||||
}
|
||||
|
||||
private void ThrowInternal(AccessoryStats accessoryStats)
|
||||
{
|
||||
ApplyCentralImpulse(-Game.Player.GlobalBasis.Z.Normalized() * 5.0f);
|
||||
}
|
||||
|
||||
private void ThrowInternal(ConsumableItemStats consumableItemStats)
|
||||
{
|
||||
ApplyCentralImpulse(-Game.Player.GlobalBasis.Z.Normalized() * 5.0f);
|
||||
}
|
||||
|
||||
private void ThrowInternal(ThrowableItemStats throwableItemStats)
|
||||
{
|
||||
ApplyCentralImpulse(-Game.Player.GlobalBasis.Z.Normalized() * 20.0f);
|
||||
}
|
||||
}
|
||||
|
||||
26
src/items/thrown/ThrownItem.tscn
Normal file
26
src/items/thrown/ThrownItem.tscn
Normal file
@@ -0,0 +1,26 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://b1twcuneob5kt"]
|
||||
|
||||
[ext_resource type="Script" path="res://src/items/thrown/ThrownItem.cs" id="1_wlplc"]
|
||||
[ext_resource type="Texture2D" uid="uid://mi70lolgtf3n" path="res://src/items/throwable/textures/GEOMANCER-DICE.png" id="2_alcjn"]
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_s4ym5"]
|
||||
size = Vector3(0.288967, 0.302734, 0.28064)
|
||||
|
||||
[node name="Hitbox" type="RigidBody3D"]
|
||||
collision_layer = 17
|
||||
collision_mask = 16
|
||||
mass = 0.001
|
||||
gravity_scale = 0.0
|
||||
contact_monitor = true
|
||||
max_contacts_reported = 1
|
||||
script = ExtResource("1_wlplc")
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00739601, 0.0986328, 0.137878)
|
||||
shape = SubResource("BoxShape3D_s4ym5")
|
||||
|
||||
[node name="Sprite" type="Sprite3D" parent="."]
|
||||
unique_name_in_owner = true
|
||||
pixel_size = 0.001
|
||||
billboard = 2
|
||||
texture = ExtResource("2_alcjn")
|
||||
@@ -5,7 +5,7 @@ using Godot;
|
||||
using System;
|
||||
|
||||
[Meta(typeof(IAutoNode))]
|
||||
public partial class Weapon : Node3D, IInventoryItem, IEquipable
|
||||
public partial class Weapon : Node3D, IInventoryItem, IEquipableItem
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
@@ -13,6 +13,9 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
|
||||
|
||||
public InventoryItemStats Info => WeaponStats;
|
||||
|
||||
[Signal]
|
||||
public delegate void EquippedItemEventHandler(Weapon equippedWeapon);
|
||||
|
||||
[Export]
|
||||
public WeaponStats WeaponStats { get; set; } = new WeaponStats();
|
||||
|
||||
@@ -28,6 +31,16 @@ public partial class Weapon : Node3D, IInventoryItem, IEquipable
|
||||
Pickup.BodyEntered += OnEntered;
|
||||
}
|
||||
|
||||
public void Equip()
|
||||
{
|
||||
EmitSignal(SignalName.EquippedItem, this);
|
||||
}
|
||||
|
||||
public void Unequip()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void Throw()
|
||||
{
|
||||
GameRepo.PlayerData.Inventory.Remove(this);
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -4,8 +4,8 @@ state "PlayerLogic State" as GameJamDungeon_PlayerLogic_State {
|
||||
state "Attacking" as GameJamDungeon_PlayerLogic_State_Attacking
|
||||
state "Idle" as GameJamDungeon_PlayerLogic_State_Idle
|
||||
}
|
||||
state "Disabled" as GameJamDungeon_PlayerLogic_State_Disabled
|
||||
state "Dead" as GameJamDungeon_PlayerLogic_State_Dead
|
||||
state "Disabled" as GameJamDungeon_PlayerLogic_State_Disabled
|
||||
}
|
||||
|
||||
GameJamDungeon_PlayerLogic_State_Alive --> GameJamDungeon_PlayerLogic_State_Alive : Moved
|
||||
|
||||
Reference in New Issue
Block a user