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

@@ -54,4 +54,10 @@ public partial class SetItem : RigidBody3D
{
_stateMachine.Travel("timer");
}
public void OnExitTree()
{
ExplosionArea.AreaEntered -= ExplosionArea_AreaEntered;
AnimationTree.AnimationFinished -= AnimationTree_AnimationFinished;
}
}

View File

@@ -127,4 +127,10 @@ public partial class ThrownItem : RigidBody3D, IThrownItem
enemy.HealthComponent.Damage(damageDealt);
}
}
public void OnExitTree()
{
BodyEntered -= ThrownItem_BodyEntered;
Collision.AreaEntered -= Collision_AreaEntered;
}
}

View File

@@ -20,6 +20,9 @@ public partial class Weapon : EquipableItem
public void OnReady()
{
_sprite.Texture = Stats.Texture;
_bonusDamage = Stats.BonusAttack;
_bonusDefense = Stats.BonusDefense;
_bonusLuck = Stats.BonusLuck;
}
public override string ItemName => Stats.Name;
@@ -51,11 +54,11 @@ public partial class Weapon : EquipableItem
public void SetWeaponDefense(int newBonus) => _bonusDefense = newBonus;
public override int BonusAttack { get => Stats.BonusAttack + _bonusDamage; }
public override int BonusAttack { get => _bonusDamage; }
public override int BonusDefense { get => Stats.BonusDefense + _bonusDefense; }
public override int BonusDefense { get => _bonusDefense; }
public override int BonusLuck { get => Stats.BonusLuck + _bonusLuck; }
public override int BonusLuck { get => _bonusLuck; }
[Save("weapon_bonus_damage")]
private int _bonusDamage { get; set; } = 0;

View File

@@ -7,14 +7,15 @@
script = ExtResource("2_vrork")
AttackSpeed = 0.75
WeaponElement = 0
WeaponTag = 0
WeaponTag = 8
SelfDamage = 0
SoundEffect = 23
Name = "Shining Halberd"
Description = "Weapon that gradually becomes weaker."
SpawnRate = 0.3
BonusAttack = 8
BonusDefense = 0
BonusLuck = 0.05
BonusLuck = 5
BonusHP = 0
BonusVT = 0
AeolicResistance = 0