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

@@ -27,14 +27,18 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
[Node] public Node3D GateCollision { get; set; } = default!;
[Node] public MeshInstance3D LOCKEDGATE { get; set; } = default!;
[Node] private Area3D _exit { get; set; } = default!;
public ImmutableList<IDungeonRoom> Rooms { get; }
public bool FloorIsLoaded { get; set; }
public void Setup()
public void OnReady()
{
ActivateTrap.BodyEntered += ActivateTrap_BodyEntered;
_exit.AreaEntered += Exit_AreaEntered;
OxFace.HealthComponent.HealthReachedZero += CheckForBossFightEnd;
HorseFace.HealthComponent.HealthReachedZero += CheckForBossFightEnd;
}
private void ActivateTrap_BodyEntered(Node3D body)
@@ -51,9 +55,16 @@ public partial class BossRoomA : Node3D, IBossRoom, IDungeonFloor
HorseFace.StartFight();
}
private void CheckForBossFightEnd()
{
if (OxFace.HealthComponent.CurrentHP.Value <= 0 && HorseFace.HealthComponent.CurrentHP.Value <= 0)
OnBossFightEnded();
}
public void OnBossFightEnded()
{
GateCollision.CallDeferred(MethodName.QueueFree);
LOCKEDGATE.Hide();
}
public void ExitReached()