Big fix of inventory system, add accessory item type
This commit is contained in:
@@ -8,7 +8,7 @@ namespace GameJamDungeon
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{
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public readonly record struct StartGame();
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public readonly record struct SetInventoryMode(List<InventoryItemInfo> Inventory);
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public readonly record struct SetInventoryMode(List<InventoryItem> Inventory);
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public readonly record struct HideInventory();
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@@ -9,7 +9,7 @@ public interface IGameRepo : IDisposable
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{
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event Action? Ended;
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AutoProp<List<InventoryItemInfo>> InventoryItems { get; }
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AutoProp<List<InventoryItem>> InventoryItems { get; }
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IAutoProp<bool> IsInventoryScreenOpened { get; }
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@@ -23,13 +23,17 @@ public interface IGameRepo : IDisposable
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void SetPlayerGlobalPosition(Vector3 playerGlobalPosition);
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public void OnWeaponEquipped(WeaponInfo equippedItem);
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public void OnWeaponEquipped(Weapon equippedItem);
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public void OnArmorEquipped(ArmorInfo equippedItem);
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public void OnArmorEquipped(Armor equippedItem);
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public WeaponInfo EquippedWeapon { get; }
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public void OnAccessoryEquipped(Accessory equippedItem);
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public ArmorInfo EquippedArmor { get; }
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public Weapon EquippedWeapon { get; }
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public Armor EquippedArmor { get; }
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public Accessory EquippedAccessory { get; }
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public AutoProp<int> HPBarValue { get; }
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@@ -40,10 +44,10 @@ public class GameRepo : IGameRepo
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{
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public event Action? Ended;
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private readonly AutoProp<List<InventoryItemInfo>> _inventoryItems;
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private readonly AutoProp<List<InventoryItem>> _inventoryItems;
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private readonly AutoProp<bool> _isInventoryScreenOpened;
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public AutoProp<List<InventoryItemInfo>> InventoryItems => _inventoryItems;
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public AutoProp<List<InventoryItem>> InventoryItems => _inventoryItems;
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public IAutoProp<bool> IsInventoryScreenOpened => _isInventoryScreenOpened;
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@@ -53,12 +57,16 @@ public class GameRepo : IGameRepo
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public IAutoProp<bool> IsPaused => _isPaused;
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private readonly AutoProp<bool> _isPaused;
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private WeaponInfo _equippedWeapon;
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public WeaponInfo EquippedWeapon => _equippedWeapon;
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private Weapon _equippedWeapon;
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public Weapon EquippedWeapon => _equippedWeapon;
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private ArmorInfo _equippedArmor;
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private Armor _equippedArmor;
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public ArmorInfo EquippedArmor => _equippedArmor;
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public Armor EquippedArmor => _equippedArmor;
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private Accessory _equippedAccessory;
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public Accessory EquippedAccessory => _equippedAccessory;
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public AutoProp<int> HPBarValue { get; }
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@@ -68,11 +76,11 @@ public class GameRepo : IGameRepo
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public GameRepo()
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{
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_inventoryItems = new AutoProp<List<InventoryItemInfo>>([]);
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_inventoryItems = new AutoProp<List<InventoryItem>>([]);
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_isInventoryScreenOpened = new AutoProp<bool>(false);
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_isPaused = new AutoProp<bool>(false);
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_playerGlobalPosition = new AutoProp<Vector3>(Vector3.Zero);
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_equippedWeapon = WeaponInfo.Default;
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_equippedWeapon = new Weapon();
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HPBarValue = new AutoProp<int>(0);
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VTBarValue = new AutoProp<int>(0);
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}
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@@ -91,16 +99,21 @@ public class GameRepo : IGameRepo
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public void SetPlayerGlobalPosition(Vector3 playerGlobalPosition) => _playerGlobalPosition.OnNext(playerGlobalPosition);
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public void OnWeaponEquipped(WeaponInfo equippedItem)
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public void OnWeaponEquipped(Weapon equippedItem)
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{
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_equippedWeapon = equippedItem;
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}
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public void OnArmorEquipped(ArmorInfo equippedItem)
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public void OnArmorEquipped(Armor equippedItem)
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{
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_equippedArmor = equippedItem;
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}
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public void OnAccessoryEquipped(Accessory equippedItem)
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{
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_equippedAccessory = equippedItem;
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}
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public void OnGameEnded()
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{
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Pause();
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@@ -7,7 +7,7 @@ using System.Collections.Generic;
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public interface IInventoryMenu : IControl
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{
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public void PopulateItems(List<InventoryItemInfo> items);
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public void PopulateItems(List<InventoryItem> items);
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public void ClearItems();
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}
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@@ -25,11 +25,11 @@ public partial class InventoryMenu : Control, IInventoryMenu
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private int _currentSelection = 0;
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public void PopulateItems(List<InventoryItemInfo> items)
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public void PopulateItems(List<InventoryItem> items)
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{
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foreach (var item in items)
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{
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var label = new ItemLabel(item) { Text = item.Name };
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var label = new ItemLabel(item) { Text = item.Info.Name };
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ItemList.AddChild(label);
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}
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@@ -47,7 +47,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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foreach (ItemLabel item in ItemList.GetChildren())
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{
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if (item.InventoryItem == GameRepo.EquippedWeapon || item.InventoryItem == GameRepo.EquippedArmor)
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if (item.InventoryItem == GameRepo.EquippedWeapon || item.InventoryItem == GameRepo.EquippedArmor || item.InventoryItem == GameRepo.EquippedAccessory)
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item.EquipItem();
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}
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}
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@@ -110,62 +110,78 @@ public partial class InventoryMenu : Control, IInventoryMenu
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var currentlySelectedItem = ItemList.GetChild<ItemLabel>(_currentSelection);
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if (currentlySelectedItem.InventoryItem is WeaponInfo weapon && GameRepo.EquippedWeapon == weapon)
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if (currentlySelectedItem.InventoryItem is Weapon weapon && GameRepo.EquippedWeapon == weapon)
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{
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UnequipItem(currentlySelectedItem);
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GameRepo.OnWeaponEquipped(WeaponInfo.Default);
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GameRepo.OnWeaponEquipped(new Weapon());
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}
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else if (currentlySelectedItem.InventoryItem is ArmorInfo armor && GameRepo.EquippedArmor == armor)
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else if (currentlySelectedItem.InventoryItem is Armor armor && GameRepo.EquippedArmor == armor)
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{
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UnequipItem(currentlySelectedItem);
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GameRepo.OnArmorEquipped(null);
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}
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else if (currentlySelectedItem.InventoryItem is Accessory accessory && GameRepo.EquippedAccessory == accessory)
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{
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UnequipItem(currentlySelectedItem);
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GameRepo.OnAccessoryEquipped(null);
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}
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else
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EquipItem(currentlySelectedItem);
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}
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private void EquipItem(ItemLabel currentItem)
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{
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if (currentItem.InventoryItem is WeaponInfo weaponInfo)
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{
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foreach (ItemLabel item in ItemList.GetChildren())
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{
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if (item.InventoryItem is WeaponInfo)
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UnequipItem(item);
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}
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GameRepo.OnWeaponEquipped(weaponInfo);
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currentItem.EquipItem();
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}
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if (currentItem.InventoryItem is ArmorInfo armorInfo)
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{
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foreach (ItemLabel item in ItemList.GetChildren())
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{
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if (item.InventoryItem is ArmorInfo)
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UnequipItem(item);
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}
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GameRepo.OnArmorEquipped(armorInfo);
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currentItem.EquipItem();
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}
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}
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private void EquipItem(ItemLabel currentItem) => EquipItemInternal(currentItem, (dynamic)currentItem.InventoryItem);
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private void UnequipItem(ItemLabel item)
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{
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item.UnequipItem();
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}
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private void EquipItemInternal(ItemLabel currentItem, Accessory accessory)
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{
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foreach (ItemLabel item in ItemList.GetChildren())
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{
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if (item.InventoryItem is Accessory)
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UnequipItem(item);
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}
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GameRepo.OnAccessoryEquipped(accessory);
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currentItem.EquipItem();
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}
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private void EquipItemInternal(ItemLabel currentItem, Armor armor)
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{
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foreach (ItemLabel item in ItemList.GetChildren())
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{
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if (item.InventoryItem is Armor)
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UnequipItem(item);
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}
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GameRepo.OnArmorEquipped(armor);
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currentItem.EquipItem();
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}
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private void EquipItemInternal(ItemLabel currentItem, Weapon weapon)
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{
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foreach (ItemLabel item in ItemList.GetChildren())
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{
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if (item.InventoryItem is Weapon)
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UnequipItem(item);
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}
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GameRepo.OnWeaponEquipped(weapon);
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currentItem.EquipItem();
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}
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}
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public partial class ItemLabel : Label
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{
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public ItemLabel(InventoryItemInfo inventoryItem)
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public ItemLabel(InventoryItem inventoryItem)
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{
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InventoryItem = inventoryItem;
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LabelSettings = UnequippedItemFont;
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}
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public InventoryItemInfo InventoryItem { get; set; } = default!;
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public InventoryItem InventoryItem { get; set; } = default!;
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private static LabelSettings UnequippedItemFont => GD.Load<LabelSettings>("res://src/inventory_menu/InventoryLabelSettings.tres");
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private static LabelSettings EquippedItemFont => GD.Load<LabelSettings>("res://src/inventory_menu/EquippedInventoryLabelSettings.tres");
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@@ -2,14 +2,11 @@
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using System.Linq;
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namespace GameJamDungeon
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{
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public interface IInventoryItem : INode3D
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{
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public abstract InventoryItemInfo InventoryInfo { get; set; }
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public IGameRepo GameRepo { get; }
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}
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@@ -17,10 +14,9 @@ namespace GameJamDungeon
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public abstract partial class InventoryItem : Node3D, IInventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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[Dependency] public IGameRepo GameRepo => this.DependOn<IGameRepo>();
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public abstract InventoryItemInfo InventoryInfo { get; set; }
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internal abstract InventoryItemInfo Info { get; set; }
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[Node] public Area3D Pickup { get; set; } = default!;
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}
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@@ -1,4 +1,5 @@
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using Godot;
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using System;
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[GlobalClass]
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public partial class InventoryItemInfo : Resource
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30
src/items/accessory/Accessory.cs
Normal file
30
src/items/accessory/Accessory.cs
Normal file
@@ -0,0 +1,30 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using GameJamDungeon;
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using Godot;
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using System;
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using System.Linq;
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[Meta(typeof(IAutoNode))]
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public partial class Accessory : InventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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public AccessoryInfo AccessoryInfo { get => (AccessoryInfo)Info; }
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[Export]
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internal override InventoryItemInfo Info { get; set; }
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public void OnReady()
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{
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Pickup.BodyEntered += OnEntered;
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}
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public void OnEntered(Node3D body)
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{
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var inventoryList = GameRepo.InventoryItems.Value.Append(this).ToList();
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GameRepo.InventoryItems.OnNext(inventoryList);
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QueueFree();
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}
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}
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31
src/items/accessory/Accessory.tscn
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31
src/items/accessory/Accessory.tscn
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@@ -0,0 +1,31 @@
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[gd_scene load_steps=6 format=3 uid="uid://1bbmod6680c2"]
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[ext_resource type="Script" path="res://src/items/accessory/Accessory.cs" id="1_jq0hu"]
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[ext_resource type="Texture2D" uid="uid://d0yqm7ars827b" path="res://src/items/accessory/accessory.png" id="1_sfkuo"]
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[ext_resource type="Script" path="res://src/items/accessory/AccessoryInfo.cs" id="2_kejmw"]
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[sub_resource type="Resource" id="Resource_lu6du"]
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script = ExtResource("2_kejmw")
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Name = "Basic Accessory"
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Description = ""
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uavx4"]
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radius = 0.470016
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height = 0.940032
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[node name="Accessory" type="Node3D"]
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script = ExtResource("1_jq0hu")
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Info = SubResource("Resource_lu6du")
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[node name="Sprite3D" type="Sprite3D" parent="."]
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billboard = 2
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texture_filter = 0
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texture = ExtResource("1_sfkuo")
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[node name="Pickup" type="Area3D" parent="."]
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unique_name_in_owner = true
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collision_layer = 4
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collision_mask = 4
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Pickup"]
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shape = SubResource("CapsuleShape3D_uavx4")
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10
src/items/accessory/AccessoryInfo.cs
Normal file
10
src/items/accessory/AccessoryInfo.cs
Normal file
@@ -0,0 +1,10 @@
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using Godot;
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using System;
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namespace GameJamDungeon;
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[GlobalClass]
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public partial class AccessoryInfo : InventoryItemInfo
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{
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// TODO: List all possible status effects here
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}
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BIN
src/items/accessory/accessory.png
Normal file
BIN
src/items/accessory/accessory.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.2 KiB |
35
src/items/accessory/accessory.png.import
Normal file
35
src/items/accessory/accessory.png.import
Normal file
@@ -0,0 +1,35 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://d0yqm7ars827b"
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path.s3tc="res://.godot/imported/accessory.png-04ec32093cb21658c9558ccc9e7c09b2.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://src/items/accessory/accessory.png"
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dest_files=["res://.godot/imported/accessory.png-04ec32093cb21658c9558ccc9e7c09b2.s3tc.ctex"]
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[params]
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||||
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compress/mode=2
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||||
compress/high_quality=false
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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||||
compress/normal_map=0
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||||
compress/channel_pack=0
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||||
mipmaps/generate=true
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||||
mipmaps/limit=-1
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||||
roughness/mode=0
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||||
roughness/src_normal=""
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process/fix_alpha_border=true
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||||
process/premult_alpha=false
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||||
process/normal_map_invert_y=false
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||||
process/hdr_as_srgb=false
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||||
process/hdr_clamp_exposure=false
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||||
process/size_limit=0
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detect_3d/compress_to=0
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@@ -10,7 +10,9 @@ public partial class Armor : InventoryItem
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public override void _Notification(int what) => this.Notify(what);
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[Export]
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public override InventoryItemInfo InventoryInfo { get; set; }
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internal override InventoryItemInfo Info { get; set; }
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public ArmorInfo ArmorInfo { get => (ArmorInfo)Info; }
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public void OnReady()
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{
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@@ -19,7 +21,7 @@ public partial class Armor : InventoryItem
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public void OnEntered(Node3D body)
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{
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var inventoryList = GameRepo.InventoryItems.Value.Append(InventoryInfo).ToList();
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var inventoryList = GameRepo.InventoryItems.Value.Append(this).ToList();
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GameRepo.InventoryItems.OnNext(inventoryList);
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QueueFree();
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}
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@@ -1,14 +1,8 @@
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[gd_scene load_steps=6 format=3 uid="uid://dorr7v1tkeiy0"]
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[gd_scene load_steps=5 format=3 uid="uid://dorr7v1tkeiy0"]
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||||
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[ext_resource type="Script" path="res://src/items/armor/Armor.cs" id="1_cmjpq"]
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[ext_resource type="Texture2D" uid="uid://cgoubcl86pib4" path="res://src/items/armor/armor.png" id="1_vpnem"]
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[ext_resource type="Script" path="res://src/items/armor/ArmorInfo.cs" id="2_cuhrp"]
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||||
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[sub_resource type="Resource" id="Resource_o1cok"]
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script = ExtResource("2_cuhrp")
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Defense = 2
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Name = "Pathetic"
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Description = "A pathetic coat."
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[ext_resource type="Resource" uid="uid://chjmkb3aiomvr" path="res://src/items/armor/resources/PatheticCoat.tres" id="2_eftit"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1gpxo"]
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radius = 0.470016
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@@ -16,7 +10,7 @@ height = 0.940032
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[node name="Armor" type="Node3D"]
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script = ExtResource("1_cmjpq")
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InventoryInfo = SubResource("Resource_o1cok")
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Info = ExtResource("2_eftit")
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||||
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[node name="Sprite3D" type="Sprite3D" parent="."]
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billboard = 2
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@@ -7,17 +7,17 @@ using System.Linq;
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[Meta(typeof(IAutoNode))]
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public partial class Weapon : InventoryItem
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{
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public override void _Notification(int what) => this.Notify(what);
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||||
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public Weapon()
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||||
{
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||||
_inventoryInfo = WeaponInfo.Default;
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||||
Info = new WeaponInfo() { Damage = 1 };
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||||
}
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||||
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||||
[Export]
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||||
private WeaponInfo _inventoryInfo { get; set; }
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||||
public override void _Notification(int what) => this.Notify(what);
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||||
|
||||
public override InventoryItemInfo InventoryInfo { get => _inventoryInfo; set => _inventoryInfo = value as WeaponInfo; }
|
||||
[Export]
|
||||
internal override InventoryItemInfo Info { get; set; }
|
||||
|
||||
public WeaponInfo WeaponInfo { get => (WeaponInfo)Info; }
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
@@ -26,7 +26,7 @@ public partial class Weapon : InventoryItem
|
||||
|
||||
public void OnEntered(Node3D body)
|
||||
{
|
||||
var inventoryList = GameRepo.InventoryItems.Value.Append(InventoryInfo).ToList();
|
||||
var inventoryList = GameRepo.InventoryItems.Value.Append(this).ToList();
|
||||
GameRepo.InventoryItems.OnNext(inventoryList);
|
||||
QueueFree();
|
||||
}
|
||||
|
||||
@@ -17,6 +17,4 @@ public partial class WeaponInfo : InventoryItemInfo
|
||||
|
||||
[Export]
|
||||
public double IgneousDamageBonus { get; set; }
|
||||
|
||||
public static WeaponInfo Default => new WeaponInfo() { Damage = 1 };
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@ height = 0.940032
|
||||
|
||||
[node name="CommonSword" type="Node3D"]
|
||||
script = ExtResource("1_sr3bh")
|
||||
_inventoryInfo = ExtResource("2_krjts")
|
||||
Info = ExtResource("2_krjts")
|
||||
|
||||
[node name="Sprite3D" type="Sprite3D" parent="."]
|
||||
billboard = 2
|
||||
|
||||
@@ -10,7 +10,7 @@ height = 0.940032
|
||||
|
||||
[node name="RareSword" type="Node3D"]
|
||||
script = ExtResource("1_f8v7v")
|
||||
_inventoryInfo = ExtResource("2_6nmyd")
|
||||
Info = ExtResource("2_6nmyd")
|
||||
|
||||
[node name="Sprite3D" type="Sprite3D" parent="."]
|
||||
billboard = 2
|
||||
|
||||
@@ -10,7 +10,7 @@ height = 0.940032
|
||||
|
||||
[node name="UncommonSword" type="Node3D"]
|
||||
script = ExtResource("1_3o4dy")
|
||||
_inventoryInfo = ExtResource("2_ga52m")
|
||||
Info = ExtResource("2_ga52m")
|
||||
|
||||
[node name="Sprite3D" type="Sprite3D" parent="."]
|
||||
billboard = 2
|
||||
|
||||
@@ -3,6 +3,7 @@ using Chickensoft.GodotNodeInterfaces;
|
||||
using Chickensoft.Introspection;
|
||||
using GameJamDungeon;
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public interface IDungeonRoom : INode3D
|
||||
{
|
||||
@@ -59,7 +60,7 @@ public partial class DungeonRoom : Node3D, IDungeonRoom, IProvide<DungeonRoomLog
|
||||
var instantiatedItem = item.Instantiate<InventoryItem>();
|
||||
instantiatedItem.Position = spawnPoint.Position;
|
||||
AddChild(instantiatedItem);
|
||||
GD.Print(instantiatedItem.InventoryInfo.Name);
|
||||
GD.Print(instantiatedItem.Info.Name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=18 format=3 uid="uid://dhpwwqow1ahrc"]
|
||||
[gd_scene load_steps=19 format=3 uid="uid://dhpwwqow1ahrc"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SimpleDungeons/DungeonRoom3D.gd" id="1_0tfda"]
|
||||
[ext_resource type="Script" path="res://src/map/dungeon/rooms/DungeonRoom.cs" id="1_ti7ur"]
|
||||
@@ -9,6 +9,7 @@
|
||||
[ext_resource type="PackedScene" uid="uid://cbb1fxllrnlyr" path="res://src/items/weapons/models/UncommonSword.tscn" id="5_viqv4"]
|
||||
[ext_resource type="PackedScene" uid="uid://c10nhqq8su6pp" path="res://src/items/weapons/models/RareSword.tscn" id="6_c8gn4"]
|
||||
[ext_resource type="PackedScene" uid="uid://dorr7v1tkeiy0" path="res://src/items/armor/Armor.tscn" id="7_bm50w"]
|
||||
[ext_resource type="PackedScene" uid="uid://1bbmod6680c2" path="res://src/items/accessory/Accessory.tscn" id="8_1psf1"]
|
||||
[ext_resource type="PackedScene" uid="uid://d4l4qutp8x40c" path="res://src/npc/goddess/Goddess.tscn" id="10_82rsb"]
|
||||
|
||||
[sub_resource type="PlaneMesh" id="PlaneMesh_luhnj"]
|
||||
@@ -65,8 +66,8 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.053, -3, 0)
|
||||
|
||||
[node name="ItemDatabase" parent="." instance=ExtResource("4_2mnb7")]
|
||||
unique_name_in_owner = true
|
||||
ItemScene = Array[PackedScene]([ExtResource("7_bm50w"), ExtResource("4_chdi8"), ExtResource("5_viqv4"), ExtResource("6_c8gn4")])
|
||||
DropRate = PackedFloat32Array(0.25, 0.25, 0.25, 0.25)
|
||||
ItemScene = Array[PackedScene]([ExtResource("7_bm50w"), ExtResource("4_chdi8"), ExtResource("5_viqv4"), ExtResource("6_c8gn4"), ExtResource("8_1psf1")])
|
||||
DropRate = PackedFloat32Array(0.25, 0.25, 0.25, 0.25, 0.25)
|
||||
|
||||
[node name="EnemyDatabase" parent="." instance=ExtResource("5_owpbq")]
|
||||
unique_name_in_owner = true
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=18 format=3 uid="uid://bbwgmqy3evhh2"]
|
||||
[gd_scene load_steps=19 format=3 uid="uid://bbwgmqy3evhh2"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/SimpleDungeons/DungeonRoom3D.gd" id="1_o02dd"]
|
||||
[ext_resource type="Script" path="res://src/map/dungeon/rooms/DungeonRoom.cs" id="2_jrlll"]
|
||||
@@ -9,6 +9,7 @@
|
||||
[ext_resource type="PackedScene" uid="uid://dbvr8ewajja6a" path="res://src/enemy/EnemyDatabase.tscn" id="5_fabiq"]
|
||||
[ext_resource type="PackedScene" uid="uid://cbb1fxllrnlyr" path="res://src/items/weapons/models/UncommonSword.tscn" id="6_hb3sb"]
|
||||
[ext_resource type="PackedScene" uid="uid://c10nhqq8su6pp" path="res://src/items/weapons/models/RareSword.tscn" id="7_c5lye"]
|
||||
[ext_resource type="PackedScene" uid="uid://1bbmod6680c2" path="res://src/items/accessory/Accessory.tscn" id="8_1fvbo"]
|
||||
|
||||
[sub_resource type="PlaneMesh" id="PlaneMesh_j8q3j"]
|
||||
size = Vector2(50, 10)
|
||||
@@ -80,8 +81,8 @@ mesh = SubResource("PlaneMesh_j8q3j")
|
||||
|
||||
[node name="ItemDatabase" parent="." instance=ExtResource("4_c51bx")]
|
||||
unique_name_in_owner = true
|
||||
ItemScene = Array[PackedScene]([ExtResource("4_2bf0o"), ExtResource("4_wqpwj"), ExtResource("6_hb3sb"), ExtResource("7_c5lye")])
|
||||
DropRate = PackedFloat32Array(0.25, 0.25, 0.25, 0.25)
|
||||
ItemScene = Array[PackedScene]([ExtResource("4_2bf0o"), ExtResource("4_wqpwj"), ExtResource("6_hb3sb"), ExtResource("7_c5lye"), ExtResource("8_1fvbo")])
|
||||
DropRate = PackedFloat32Array(0.25, 0.25, 0.25, 0.25, 0.25)
|
||||
|
||||
[node name="EnemyDatabase" parent="." instance=ExtResource("5_fabiq")]
|
||||
unique_name_in_owner = true
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace GameJamDungeon
|
||||
|
||||
[Node] public IArea3D CollisionDetector { get; set; } = default!;
|
||||
|
||||
private IAutoProp<WeaponInfo> EquippedWeapon { get; set; } = default!;
|
||||
private IAutoProp<Weapon> EquippedWeapon { get; set; } = default!;
|
||||
|
||||
private AutoProp<double> _currentHP { get; set; } = default!;
|
||||
|
||||
@@ -100,7 +100,7 @@ namespace GameJamDungeon
|
||||
GameRepo.SetPlayerGlobalPosition(GlobalPosition);
|
||||
GameRepo.PlayerGlobalPosition.Sync += OnPlayerPositionUpdated;
|
||||
|
||||
EquippedWeapon = new AutoProp<WeaponInfo>(WeaponInfo.Default);
|
||||
EquippedWeapon = new AutoProp<Weapon>(new Weapon());
|
||||
EquippedWeapon.Sync += OnEquippedWeaponChanged;
|
||||
|
||||
_currentHP = new AutoProp<double>(PlayerStatInfo.MaximumHP);
|
||||
@@ -209,7 +209,7 @@ namespace GameJamDungeon
|
||||
AnimationPlayer.AnimationFinished -= OnAnimationFinished;
|
||||
}
|
||||
|
||||
private void OnEquippedWeaponChanged(WeaponInfo info) => Hitbox.Damage = info.Damage;
|
||||
private void OnEquippedWeaponChanged(Weapon info) => Hitbox.Damage = info.WeaponInfo.Damage;
|
||||
|
||||
private void OnHPChanged(double newHP)
|
||||
{
|
||||
|
||||
@@ -4,27 +4,27 @@ namespace GameJamDungeon
|
||||
{
|
||||
public static class DamageCalculator
|
||||
{
|
||||
public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, WeaponInfo weapon)
|
||||
public static double CalculatePlayerDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, Weapon weapon)
|
||||
{
|
||||
var baseDamage = attackDamage + playerStatInfo.BaseAttack;
|
||||
var elementADamage = (weapon.BaseHydricDamageBonus > 0 ? weapon.BaseHydricDamageBonus - enemyStatInfo.HydricResistance : 0) / 100;
|
||||
var elementBDamage = (weapon.IgneousDamageBonus > 0 ? weapon.IgneousDamageBonus - enemyStatInfo.IgneousResistance : 0) / 100;
|
||||
var elementCDamage = (weapon.TelluricDamageBonus > 0 ? weapon.TelluricDamageBonus - enemyStatInfo.TelluricResistance : 0) / 100;
|
||||
var elementDDamage = (weapon.AeolicDamageBonus > 0 ? weapon.AeolicDamageBonus - enemyStatInfo.AeolicResistance : 0) / 100;
|
||||
var elementADamage = (weapon.WeaponInfo.BaseHydricDamageBonus > 0 ? weapon.WeaponInfo.BaseHydricDamageBonus - enemyStatInfo.HydricResistance : 0) / 100;
|
||||
var elementBDamage = (weapon.WeaponInfo.IgneousDamageBonus > 0 ? weapon.WeaponInfo.IgneousDamageBonus - enemyStatInfo.IgneousResistance : 0) / 100;
|
||||
var elementCDamage = (weapon.WeaponInfo.TelluricDamageBonus > 0 ? weapon.WeaponInfo.TelluricDamageBonus - enemyStatInfo.TelluricResistance : 0) / 100;
|
||||
var elementDDamage = (weapon.WeaponInfo.AeolicDamageBonus > 0 ? weapon.WeaponInfo.AeolicDamageBonus - enemyStatInfo.AeolicResistance : 0) / 100;
|
||||
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage);
|
||||
var calculatedDamage = elementalBonusDamage - enemyStatInfo.BaseDefense;
|
||||
return calculatedDamage;
|
||||
}
|
||||
|
||||
public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, ArmorInfo armor)
|
||||
public static double CalculateEnemyDamage(int attackDamage, PlayerStatInfo playerStatInfo, EnemyStatInfo enemyStatInfo, Armor armor)
|
||||
{
|
||||
var baseDamage = attackDamage + enemyStatInfo.BaseAttack;
|
||||
var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - armor.HydricResistance : 0) / 100;
|
||||
var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - armor.IgneousResistance : 0) / 100;
|
||||
var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - armor.TelluricResistance : 0) / 100;
|
||||
var elementDDamage = (enemyStatInfo.AeolicDamageBonus > 0 ? enemyStatInfo.AeolicDamageBonus - armor.AeolicResistance : 0) / 100;
|
||||
var elementADamage = (enemyStatInfo.BaseHydricDamageBonus > 0 ? enemyStatInfo.BaseHydricDamageBonus - armor.ArmorInfo.HydricResistance : 0) / 100;
|
||||
var elementBDamage = (enemyStatInfo.IgneousDamageBonus > 0 ? enemyStatInfo.IgneousDamageBonus - armor.ArmorInfo.IgneousResistance : 0) / 100;
|
||||
var elementCDamage = (enemyStatInfo.TelluricDamageBonus > 0 ? enemyStatInfo.TelluricDamageBonus - armor.ArmorInfo.TelluricResistance : 0) / 100;
|
||||
var elementDDamage = (enemyStatInfo.AeolicDamageBonus > 0 ? enemyStatInfo.AeolicDamageBonus - armor.ArmorInfo.AeolicResistance : 0) / 100;
|
||||
var elementalBonusDamage = baseDamage + (baseDamage * elementADamage) + (baseDamage * elementBDamage) + (baseDamage * elementCDamage) + (baseDamage * elementDDamage);
|
||||
var calculatedDamage = elementalBonusDamage - playerStatInfo.BaseDefense - armor.Defense;
|
||||
var calculatedDamage = elementalBonusDamage - playerStatInfo.BaseDefense - (armor != null ? armor.ArmorInfo.Defense : 0);
|
||||
return calculatedDamage;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user