Refactor Player class to use components, also use components in Enemy class types and fiddle with boss structure

This commit is contained in:
2025-10-22 02:41:08 -07:00
parent 44fd8c82b0
commit 6ec45c4805
85 changed files with 941 additions and 1449 deletions

View File

@@ -7,12 +7,6 @@ namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
{
private readonly string _idleName = "Idle";
private readonly string _walkingName = "Walking";
private readonly string _primaryAttackName = "Primary Attack";
private readonly string _secondaryAttackName = "Secondary Attack";
private readonly string _activateName = "Activate";
public override void _Notification(int what) => this.Notify(what);
[Export] public EnemyLoreInfo EnemyLoreInfo { get; set; } = default!;
@@ -23,8 +17,6 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
[Node] public AnimationPlayer AnimationPlayer { get; set; } = default!;
[Node] public AnimationTree AnimationTree { get; set; } = default!;
[ExportGroup("Enemy Model Properties")]
[Export(PropertyHint.Range, "0.0, 1.0")]
private float _upperThreshold { get; set; } = 0.5f;
@@ -33,40 +25,24 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
EnemyDirection _enemyDirection { get; set; } = EnemyDirection.Forward;
private AnimationNodeStateMachinePlayback _stateMachine;
public void OnReady()
public new void OnReady()
{
_stateMachine = (AnimationNodeStateMachinePlayback)AnimationTree.Get("parameters/playback");
Hitbox.BodyEntered += Hitbox_BodyEntered;
Hitbox.AreaEntered += Hitbox_AreaEntered;
base.OnReady();
}
private void Hitbox_BodyEntered(Node3D body) => EmitSignal(SignalName.HitPlayer);
private void Hitbox_AreaEntered(Area3D area) => OnPlayerHit();
public void SetCurrentDirection(Basis enemyBasis, Vector3 cameraDirection) => _enemyDirection = GetEnemyDirection(enemyBasis, cameraDirection, _upperThreshold, _lowerThreshold);
public void PlayPrimaryAttackAnimation() => _stateMachine.Travel(_primaryAttackName);
public void PlaySecondaryAttackAnimation() => _stateMachine.Travel(_secondaryAttackName);
public void PlayPrimarySkillAnimation() => _stateMachine.Travel("Primary Skill");
public void PlayIdleAnimation() => _stateMachine.Travel(_idleName);
public void PlayWalkAnimation() => _stateMachine.Travel(_walkingName);
public void PlayActivateAnimation()
{
}
public void PlayHitAnimation()
public override void PlayHitAnimation()
{
LoadShader("res://src/vfx/shaders/DamageHit.gdshader");
var tweener = GetTree().CreateTween();
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 1.0f, 1.0f);
}
public void PlayDeathAnimation()
public override void PlayDeathAnimation()
{
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
var tweener = GetTree().CreateTween();
@@ -159,12 +135,4 @@ public partial class EnemyModelView2D : EnemyModelView, IEnemyModelView
{
_enemyDirection = EnemyDirection.Backward;
}
private enum EnemyDirection
{
Left,
Right,
Forward,
Backward
}
}