Refactor Player class to use components, also use components in Enemy class types and fiddle with boss structure
This commit is contained in:
@@ -1,6 +1,7 @@
|
||||
using Chickensoft.Collections;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Abstractions;
|
||||
using Zennysoft.Game.Implementation.Components;
|
||||
|
||||
namespace Zennysoft.Ma.Adapter;
|
||||
|
||||
@@ -18,38 +19,16 @@ public interface IPlayer : IKillable
|
||||
|
||||
public void Knockback(float impulse);
|
||||
|
||||
public void GainExp(double expGained);
|
||||
|
||||
public void LevelUp();
|
||||
|
||||
public void Move(float delta);
|
||||
|
||||
public void TeleportPlayer(Transform3D newTransform);
|
||||
|
||||
public void HealHP(int amount);
|
||||
|
||||
public void RaiseHP(int amount);
|
||||
|
||||
public void HealVT(int amount);
|
||||
|
||||
public void RaiseVT(int amount);
|
||||
|
||||
public void ModifyBonusAttack(int amount);
|
||||
|
||||
public void ModifyBonusDefense(int amount);
|
||||
|
||||
public void ModifyMaximumHP(int amount);
|
||||
|
||||
public void ModifyMaximumVT(int amount);
|
||||
|
||||
public void ModifyBonusLuck(double amount);
|
||||
|
||||
public void SetHealthTimerStatus(bool isActive);
|
||||
|
||||
public IInventory Inventory { get; }
|
||||
|
||||
public PlayerStats Stats { get; }
|
||||
|
||||
public Vector3 CurrentPosition { get; }
|
||||
|
||||
public Basis CurrentBasis { get; }
|
||||
@@ -63,4 +42,16 @@ public interface IPlayer : IKillable
|
||||
public void Equip(EquipableItem equipable);
|
||||
|
||||
public void Unequip(EquipableItem equipable);
|
||||
|
||||
public HealthComponent HealthComponent { get; }
|
||||
|
||||
public VTComponent VTComponent { get; }
|
||||
|
||||
public AttackComponent AttackComponent { get; }
|
||||
|
||||
public DefenseComponent DefenseComponent { get; }
|
||||
|
||||
public ExperiencePointsComponent ExperiencePointsComponent { get; }
|
||||
|
||||
public LuckComponent LuckComponent { get; }
|
||||
}
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace Zennysoft.Game.Ma;
|
||||
[Meta, Id("player_data")]
|
||||
public partial record PlayerData
|
||||
{
|
||||
[Save("player_stats")]
|
||||
public required PlayerStats PlayerStats { get; init; }
|
||||
|
||||
[Save("player_inventory")]
|
||||
public required IInventory Inventory { get; init; }
|
||||
}
|
||||
|
||||
@@ -1,115 +0,0 @@
|
||||
namespace Zennysoft.Ma.Adapter;
|
||||
|
||||
using Chickensoft.Collections;
|
||||
using Godot;
|
||||
|
||||
public class PlayerStats
|
||||
{
|
||||
public PlayerStats(AutoProp<int> currentHP,
|
||||
AutoProp<int> maximumHP,
|
||||
AutoProp<int> currentVT,
|
||||
AutoProp<int> maximumVT,
|
||||
AutoProp<int> currentAttack,
|
||||
AutoProp<int> maxAttack,
|
||||
AutoProp<int> bonusAttack,
|
||||
AutoProp<int> currentDefense,
|
||||
AutoProp<int> maxDefense,
|
||||
AutoProp<int> bonusDefense,
|
||||
AutoProp<double> currentExp,
|
||||
AutoProp<int> expToNextLevel,
|
||||
AutoProp<int> currentLevel,
|
||||
AutoProp<double> luck)
|
||||
{
|
||||
CurrentHP = currentHP;
|
||||
MaximumHP = maximumHP;
|
||||
CurrentVT = currentVT;
|
||||
MaximumVT = maximumVT;
|
||||
CurrentAttack = currentAttack;
|
||||
MaxAttack = maxAttack;
|
||||
BonusAttack = bonusAttack;
|
||||
CurrentDefense = currentDefense;
|
||||
MaxDefense = maxDefense;
|
||||
BonusDefense = bonusDefense;
|
||||
CurrentExp = currentExp;
|
||||
ExpToNextLevel = expToNextLevel;
|
||||
CurrentLevel = currentLevel;
|
||||
Luck = luck;
|
||||
}
|
||||
|
||||
public AutoProp<int> CurrentHP { get; init; }
|
||||
public AutoProp<int> MaximumHP { get; init; }
|
||||
public AutoProp<int> CurrentVT { get; init; }
|
||||
public AutoProp<int> MaximumVT { get; init; }
|
||||
public AutoProp<int> CurrentAttack { get; init; }
|
||||
public AutoProp<int> MaxAttack { get; init; }
|
||||
public AutoProp<int> BonusAttack { get; init; }
|
||||
public AutoProp<int> CurrentDefense { get; init; }
|
||||
public AutoProp<int> MaxDefense { get; init; }
|
||||
public AutoProp<int> BonusDefense { get; init; }
|
||||
public AutoProp<double> CurrentExp { get; init; }
|
||||
public AutoProp<int> ExpToNextLevel { get; init; }
|
||||
public AutoProp<int> CurrentLevel { get; init; }
|
||||
public AutoProp<double> Luck { get; init; }
|
||||
|
||||
public void SetCurrentHP(int newValue)
|
||||
{
|
||||
var clampedValue = Mathf.Clamp(newValue, 0, MaximumHP.Value);
|
||||
CurrentHP.OnNext(clampedValue);
|
||||
}
|
||||
public void SetMaximumHP(int newValue)
|
||||
{
|
||||
MaximumHP.OnNext(newValue);
|
||||
}
|
||||
public void SetCurrentVT(int newValue)
|
||||
{
|
||||
var clampedValue = Mathf.Clamp(newValue, 0, MaximumVT.Value);
|
||||
CurrentVT.OnNext(clampedValue);
|
||||
}
|
||||
public void SetMaximumVT(int newValue)
|
||||
{
|
||||
MaximumVT.OnNext(newValue);
|
||||
}
|
||||
public void SetCurrentExp(double newValue)
|
||||
{
|
||||
CurrentExp.OnNext(newValue);
|
||||
}
|
||||
public void SetCurrentLevel(int newValue)
|
||||
{
|
||||
CurrentLevel.OnNext(newValue);
|
||||
}
|
||||
public void SetCurrentAttack(int newValue)
|
||||
{
|
||||
var clampedValue = Mathf.Clamp(newValue, 0, MaxAttack.Value);
|
||||
CurrentAttack.OnNext(clampedValue);
|
||||
}
|
||||
public void SetBonusAttack(int newValue)
|
||||
{
|
||||
BonusAttack.OnNext(newValue);
|
||||
}
|
||||
public void SetMaxAttack(int newValue)
|
||||
{
|
||||
MaxAttack.OnNext(newValue);
|
||||
}
|
||||
public void SetCurrentDefense(int newValue)
|
||||
{
|
||||
var clampedValue = Mathf.Clamp(newValue, 0, MaxDefense.Value);
|
||||
CurrentDefense.OnNext(clampedValue);
|
||||
}
|
||||
public void SetBonusDefense(int newValue)
|
||||
{
|
||||
BonusDefense.OnNext(newValue);
|
||||
}
|
||||
public void SetMaxDefense(int newValue)
|
||||
{
|
||||
MaxDefense.OnNext(newValue);
|
||||
}
|
||||
public void SetExpToNextLevel(int newValue)
|
||||
{
|
||||
ExpToNextLevel.OnNext(newValue);
|
||||
}
|
||||
public void SetLuck(double newValue)
|
||||
{
|
||||
var clampedValue = Mathf.Clamp(newValue, 0, 1.0);
|
||||
Luck.OnNext(clampedValue);
|
||||
}
|
||||
}
|
||||
@@ -14,8 +14,6 @@ public partial class PlayerLogic
|
||||
|
||||
public readonly record struct Attack;
|
||||
|
||||
public readonly record struct AttackAnimationFinished;
|
||||
|
||||
public readonly record struct Die;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,5 +9,5 @@ public interface IPlayerLogic : ILogicBlock<PlayerLogic.State>;
|
||||
[LogicBlock(typeof(State), Diagram = true)]
|
||||
public partial class PlayerLogic : LogicBlock<PlayerLogic.State>, IPlayerLogic
|
||||
{
|
||||
public override Transition GetInitialState() => To<State.Idle>();
|
||||
public override Transition GetInitialState() => To<State.Alive>();
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using Chickensoft.Introspection;
|
||||
|
||||
namespace Zennysoft.Ma.Adapter;
|
||||
|
||||
public partial class PlayerLogic
|
||||
{
|
||||
public partial record State
|
||||
{
|
||||
[Meta]
|
||||
public partial record Attacking : Alive, IGet<Input.AttackAnimationFinished>
|
||||
{
|
||||
public Transition On(in Input.AttackAnimationFinished input)
|
||||
{
|
||||
return To<Idle>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
|
||||
namespace Zennysoft.Ma.Adapter;
|
||||
|
||||
public partial class PlayerLogic
|
||||
{
|
||||
public abstract partial record State
|
||||
{
|
||||
[Meta, Id("player_logic_state_alive_idle")]
|
||||
public partial record Idle : Alive, IGet<Input.Attack>
|
||||
{
|
||||
|
||||
public virtual Transition On(in Input.Attack input)
|
||||
{
|
||||
GD.Print("Attacking...");
|
||||
Output(new Output.Animations.Attack());
|
||||
return To<Attacking>();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -8,7 +8,7 @@ public partial class PlayerLogic
|
||||
public partial record State
|
||||
{
|
||||
[Meta, Id("player_logic_alive")]
|
||||
public abstract partial record Alive : State, IGet<Input.PhysicsTick>, IGet<Input.Die>
|
||||
public partial record Alive : State, IGet<Input.PhysicsTick>, IGet<Input.Die>
|
||||
{
|
||||
public virtual Transition On(in Input.PhysicsTick input)
|
||||
{
|
||||
|
||||
@@ -16,7 +16,7 @@ public partial class PlayerLogic
|
||||
OnDetach(() => Get<IAppRepo>().GameEntered -= OnGameEntered);
|
||||
}
|
||||
|
||||
public Transition On(in Input.Enable input) => To<Idle>();
|
||||
public Transition On(in Input.Enable input) => To<Alive>();
|
||||
|
||||
public void OnGameEntered() => Input(new Input.Enable());
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user