2-24-16 build changes

This commit is contained in:
2026-02-24 10:39:34 -08:00
parent 3c1a221522
commit 846c8a4c59
65 changed files with 1909 additions and 2391 deletions

View File

@@ -7,6 +7,7 @@ using System;
using System.Linq;
using Zennysoft.Ma.Adapter;
using Zennysoft.Ma.Adapter.Entity;
using static Zennysoft.Ma.Adapter.AppLogic;
namespace Zennysoft.Game.Ma;
@@ -203,6 +204,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
SetProcessInput(true);
SetPhysicsProcess(true);
SetHealthTimerStatus(HealthTimerIsActive);
Hitbox.SetDeferred(Area3D.PropertyName.Monitoring, true);
Hitbox.SetDeferred(Area3D.PropertyName.Monitorable, true);
}
public void Deactivate()
@@ -211,6 +214,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
SetProcessInput(false);
SetPhysicsProcess(false);
SetHealthTimerStatus(false);
Hitbox.SetDeferred(Area3D.PropertyName.Monitoring, false);
Hitbox.SetDeferred(Area3D.PropertyName.Monitorable, false);
}
public void SetHealthTimerStatus(bool isActive)
@@ -264,6 +269,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
public void PlayJumpScareAnimation() => PlayerFXAnimations.Play("jump_scare");
public void IdentifyItem(IBaseInventoryItem unidentifiedItem) => _itemReroller.RerollItem(unidentifiedItem, Inventory);
public int TotalAttack => AttackComponent.CurrentAttack.Value + EquipmentComponent.BonusAttack;
@@ -564,7 +570,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
{
get
{
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var rawInput = Godot.Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3
{
X = rawInput.X,
@@ -600,11 +606,11 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
HealthComponent.LowerMaximumHP(hpIncrease);
}
private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft);
private static float LeftStrafeInputVector => Godot.Input.GetActionStrength(GameInputs.StrafeLeft);
private static float RightStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeRight);
private static float RightStrafeInputVector => Godot.Input.GetActionStrength(GameInputs.StrafeRight);
private void Attack()
private async void Attack()
{
var weapon = EquipmentComponent.EquippedWeapon.Value as Weapon;
if (weapon.WeaponTag == WeaponTag.ElementalProjectile || weapon.WeaponTag == WeaponTag.KineticProjectile)
@@ -612,13 +618,18 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
HandleProjectile(weapon);
return;
}
if (WeaponAnimations.IsPlaying())
return;
PlayAttackAnimation();
if (PlayerIsHittingGeometry())
WeaponAnimations.Play("hit_wall");
else if (!WeaponAnimations.IsPlaying())
PlayAttackAnimation();
else
{
await ToSignal(GetTree().CreateTimer(0.15f), "timeout");
WeaponAnimations.Stop();
WeaponAnimations.Play("Hit Wall");
return;
}
if (weapon.WeaponTag == WeaponTag.DegradeOnSwing)
_playerEffectService.Degrade();