Enemy viewer revamp, loading screen improvement

This commit is contained in:
2025-12-05 16:30:13 -08:00
parent f39bd8ecdb
commit 678916be89
61 changed files with 1109 additions and 657 deletions

View File

@@ -41,6 +41,8 @@ public abstract partial class EnemyModelView : Node3D, IEnemyModelView
[Export]
public bool CanMove { get; set; } = false;
[Export] public EnemyLoreInfo EnemyLoreInfo { get; set; } = default!;
public void OnReady()
{
if (AnimationTree != null)
@@ -50,32 +52,50 @@ public abstract partial class EnemyModelView : Node3D, IEnemyModelView
}
}
public virtual Vector2 GetSize()
{
return Vector2.Zero;
}
public virtual void PlayPrimaryAttackAnimation()
{
if (!AnimationTree.HasAnimation("primary_attack"))
return;
_walkSFX.Stop();
_stateMachine.Travel(_primaryAttackName, false);
}
public virtual void PlaySecondaryAttackAnimation()
{
if (!AnimationTree.HasAnimation("secondary_attack"))
return;
_walkSFX.Stop();
_stateMachine.Travel(_secondaryAttackName, false);
}
public virtual void PlayPrimarySkillAnimation()
{
if (!AnimationTree.HasAnimation("teleport"))
return;
_walkSFX.Stop();
_stateMachine.Travel(_primarySkillName, false);
}
public virtual void PlayIdleAnimation()
{
if (!AnimationTree.HasAnimation("idle_front"))
return;
_walkSFX.Stop();
_stateMachine.Travel(_idleName, false);
}
public virtual void PlayWalkAnimation()
{
if (!AnimationTree.HasAnimation("idle_front_walking"))
return;
if (!_walkSFX.Playing)
_walkSFX.Play();
_stateMachine.Travel(_walkingName, false);
@@ -89,6 +109,9 @@ public abstract partial class EnemyModelView : Node3D, IEnemyModelView
public virtual void PlayActivateAnimation()
{
if (!AnimationTree.HasAnimation(_activateFront))
return;
_walkSFX.Stop();
_stateMachine.Travel(_activateName, false);
}