Clean up events, add weapon tag for weaker on swing

This commit is contained in:
2026-02-09 23:50:15 -08:00
parent aba325ff2b
commit 90d054a3c6
34 changed files with 301 additions and 125 deletions

View File

@@ -54,111 +54,118 @@ public partial class DataViewer : Control, IDataViewer
public void OnReady()
{
BackButton.Pressed += BackButton_Pressed;
_enemies = [.. ModelPivot.GetChildren().Cast<EnemyModelView>()];
_currentModel = _enemies.First();
DisplayEnemy();
BackButton.Pressed += BackButton_Pressed;
_enemies = [.. ModelPivot.GetChildren().Cast<EnemyModelView>()];
_currentModel = _enemies.First();
DisplayEnemy();
}
public void OnEnterTree() => GetTree().Paused = false;
public void OnEnterTree()
{
GetTree().Paused = false;
}
public void OnExitTree() => GetTree().Paused = false;
public void OnExitTree()
{
GetTree().Paused = false;
BackButton.Pressed -= BackButton_Pressed;
}
private void BackButton_Pressed() => AppRepo.OnDataViewerExited();
public override void _Input(InputEvent @event)
{
if (BackButton.HasFocus() && @event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = false;
BackButton.ReleaseFocus();
return;
}
if (BackButton.HasFocus() && @event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = false;
BackButton.ReleaseFocus();
return;
}
if (_currentModel == null || BackButton.HasFocus())
return;
if (_currentModel == null || BackButton.HasFocus())
return;
if (@event.IsActionPressed(GameInputs.Attack))
_currentModel.PlayPrimaryAttackAnimation();
if (@event.IsActionPressed(GameInputs.InventorySort))
_currentModel.PlaySecondaryAttackAnimation();
if (Input.IsActionJustPressed(GameInputs.Inventory))
_currentModel.PlayActivateAnimation();
if (@event.IsActionPressed(GameInputs.EnemyViewerWalk))
_currentModel.PlayWalkAnimation();
if (@event.IsActionReleased(GameInputs.EnemyViewerWalk))
_currentModel.PlayIdleAnimation();
if (@event.IsActionPressed(GameInputs.Attack))
_currentModel.PlayPrimaryAttackAnimation();
if (@event.IsActionPressed(GameInputs.InventorySort))
_currentModel.PlaySecondaryAttackAnimation();
if (Input.IsActionJustPressed(GameInputs.Inventory))
_currentModel.PlayActivateAnimation();
if (@event.IsActionPressed(GameInputs.EnemyViewerWalk))
_currentModel.PlayWalkAnimation();
if (@event.IsActionReleased(GameInputs.EnemyViewerWalk))
_currentModel.PlayIdleAnimation();
if (@event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = true;
BackButton.GrabFocus();
}
if (@event.IsActionPressed(GameInputs.Interact))
{
GetTree().Paused = true;
BackButton.GrabFocus();
}
if (@event.IsActionPressed(GameInputs.StrafeRight))
{
// Load next model
_enemies[_currentIndex].Hide();
if (_currentIndex == _enemies.Count - 1)
_currentIndex = 0;
else
_currentIndex++;
DisplayEnemy();
}
if (@event.IsActionPressed(GameInputs.StrafeLeft))
{
_enemies[_currentIndex].Hide();
// Load previous model
if (_currentIndex == 0)
_currentIndex = _enemies.Count - 1;
else
_currentIndex--;
DisplayEnemy();
}
if (@event.IsActionPressed(GameInputs.StrafeRight))
{
// Load next model
_enemies[_currentIndex].Hide();
if (_currentIndex == _enemies.Count - 1)
_currentIndex = 0;
else
_currentIndex++;
DisplayEnemy();
}
if (@event.IsActionPressed(GameInputs.StrafeLeft))
{
_enemies[_currentIndex].Hide();
// Load previous model
if (_currentIndex == 0)
_currentIndex = _enemies.Count - 1;
else
_currentIndex--;
DisplayEnemy();
}
}
public override void _Process(double delta)
{
if (_currentModel == null || BackButton.HasFocus())
return;
if (_currentModel == null || BackButton.HasFocus())
return;
var forwardStrength = Input.GetActionStrength(GameInputs.CameraForward);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, _cameraSpeed * forwardStrength * (_cameraStartingPoint / 10));
var backStrength = Input.GetActionStrength(GameInputs.CameraBack);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, -_cameraSpeed * backStrength * (_cameraStartingPoint / 10));
var leftStrength = Input.GetActionStrength(GameInputs.MoveLeft);
CameraPivot.RotateY(_cameraSpeed * leftStrength);
var rightStrength = Input.GetActionStrength(GameInputs.MoveRight);
CameraPivot.RotateY(-_cameraSpeed * rightStrength);
var forwardStrength = Input.GetActionStrength(GameInputs.CameraForward);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, _cameraSpeed * forwardStrength * (_cameraStartingPoint / 10));
var backStrength = Input.GetActionStrength(GameInputs.CameraBack);
Camera3D.Position = Camera3D.Position.MoveToward(CameraPivot.Position, -_cameraSpeed * backStrength * (_cameraStartingPoint / 10));
var leftStrength = Input.GetActionStrength(GameInputs.MoveLeft);
CameraPivot.RotateY(_cameraSpeed * leftStrength);
var rightStrength = Input.GetActionStrength(GameInputs.MoveRight);
CameraPivot.RotateY(-_cameraSpeed * rightStrength);
Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, _cameraStartingPoint / 2), new Vector3(0, 0, _cameraStartingPoint));
ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, _cameraStartingPoint / 2), new Vector3(0, 0, _cameraStartingPoint));
ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
if (_currentModel is EnemyModelView2D enemyModelView2D)
enemyModelView2D.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
if (_currentModel is EnemyModelView2D enemyModelView2D)
enemyModelView2D.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
}
private void DisplayEnemy()
{
_currentModel = _enemies[_currentIndex];
_currentModel = _enemies[_currentIndex];
var size = _currentModel.GetSize();
if (_currentModel is EnemyModelView2D)
_cameraStartingPoint = size.X / 50;
else
_cameraStartingPoint = size.X * 2;
var size = _currentModel.GetSize();
if (_currentModel is EnemyModelView2D)
_cameraStartingPoint = size.X / 50;
else
_cameraStartingPoint = size.X * 2;
Camera3D.Position = new Vector3(Camera3D.Position.X, Camera3D.Position.Y, _cameraStartingPoint);
EnemyName.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Name : "Placeholder Text";
Description.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Description : "Placeholder Text";
HPValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.MaximumHP : "Placeholder Text";
ATKValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.ATK : "Placeholder Text";
DEFValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.DEF : "Placeholder Text";
Drop1Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop1 : "Placeholder Text";
Drop2Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop2 : "Placeholder Text";
AffinityValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Affinity : "Placeholder Text";
WeaknessValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Weakness : "Placeholder Text";
Camera3D.Position = new Vector3(Camera3D.Position.X, Camera3D.Position.Y, _cameraStartingPoint);
EnemyName.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Name : "Placeholder Text";
Description.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Description : "Placeholder Text";
HPValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.MaximumHP : "Placeholder Text";
ATKValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.ATK : "Placeholder Text";
DEFValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.DEF : "Placeholder Text";
Drop1Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop1 : "Placeholder Text";
Drop2Value.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Drop2 : "Placeholder Text";
AffinityValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Affinity : "Placeholder Text";
WeaknessValue.Text = _currentModel.EnemyLoreInfo != null ? _currentModel.EnemyLoreInfo.Weakness : "Placeholder Text";
_enemies[_currentIndex].Show();
_enemies[_currentIndex].Show();
}
}