Merge branch 'main' of https://git.zenny.quest/zenayi/GameJamDungeon
This commit is contained in:
@@ -52,6 +52,7 @@ public partial class DataViewer : Control
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Camera3D.Position = Camera3D.Position.Clamp(new Vector3(0, 0, 1), new Vector3(0, 0, 4));
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ModelPivot.Rotation = ModelPivot.Rotation.Clamp(Mathf.DegToRad(-60), Mathf.DegToRad(60));
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_currentModel.SetCurrentDirection(_currentModel.GlobalBasis, -CameraPivot.Basis.Z);
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Description.Text = (-CameraPivot.RotationDegrees).ToString();
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if (Input.IsActionJustPressed(GameInputs.Attack))
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_currentModel.PlayPrimaryAttackAnimation();
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@@ -78,6 +78,7 @@ layout_mode = 2
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stretch = true
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[node name="SubViewport" type="SubViewport" parent="CenterContainer/VBoxContainer/HBoxContainer/SubViewportContainer"]
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own_world_3d = true
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handle_input_locally = false
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size = Vector2i(500, 500)
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render_target_update_mode = 4
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@@ -1,9 +1,6 @@
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[gd_scene load_steps=4 format=3 uid="uid://c16i1gmg6yu5a"]
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[gd_scene load_steps=2 format=3 uid="uid://c16i1gmg6yu5a"]
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[ext_resource type="Script" uid="uid://03k48fke03vu" path="res://src/data_viewer/DataViewerRepository.cs" id="1_1cvot"]
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[ext_resource type="PackedScene" uid="uid://bjg8wyvp8q6oc" path="res://src/enemy/enemy_types/02. michael/MichaelModelView.tscn" id="2_8autu"]
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[ext_resource type="PackedScene" uid="uid://bli0t0d6ommvi" path="res://src/enemy/enemy_types/01. sproingy/SproingyModelView.tscn" id="3_0bpmu"]
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[node name="DataViewerRepository" type="Node"]
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script = ExtResource("1_1cvot")
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_modelsToDisplay = [ExtResource("2_8autu"), ExtResource("3_0bpmu")]
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@@ -25,8 +25,12 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
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[Node] public AnimationTree AnimationTree { get; set; } = default!;
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[ExportGroup("Animation Debug")]
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[Export(PropertyHint.Enum)]
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[ExportGroup("Enemy Model Properties")]
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[Export(PropertyHint.Range, "0.0, 1.0")]
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private float _upperThreshold { get; set; } = 0.5f;
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[Export(PropertyHint.Range, "-1.0, 0.0")]
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private float _lowerThreshold { get; set; } = -0.5f;
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EnemyDirection _enemyDirection { get; set; } = EnemyDirection.Forward;
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private AnimationNodeStateMachinePlayback _stateMachine;
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@@ -36,7 +40,7 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
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_stateMachine = (AnimationNodeStateMachinePlayback)AnimationTree.Get("parameters/playback");
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}
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public void SetCurrentDirection(Basis enemyBasis, Vector3 cameraDirection) => _enemyDirection = GetEnemyDirection(enemyBasis, cameraDirection, 0.55f, 0.45f);
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public void SetCurrentDirection(Basis enemyBasis, Vector3 cameraDirection) => _enemyDirection = GetEnemyDirection(enemyBasis, cameraDirection, _upperThreshold, _lowerThreshold);
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public void PlayPrimaryAttackAnimation() => _stateMachine.Travel(_primaryAttackName);
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@@ -78,7 +82,7 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
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var forwardDotProduct = enemyForwardDirection.Dot(cameraDirection);
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// Check if forward facing. If the dot product is -1, the enemy is facing the camera.
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if (forwardDotProduct < -rotateUpperThreshold)
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if (forwardDotProduct < _lowerThreshold)
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{
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SetForward();
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return EnemyDirection.Forward;
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@@ -93,17 +97,17 @@ public partial class EnemyModelView2D : Node3D, IEnemyModelView
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else
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{
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// If the dot product of the perpendicular direction is positive (up to 1), the enemy is facing to the left (since it's mirrored).
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if (leftDotProduct > 0)
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if (leftDotProduct < _lowerThreshold)
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{
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SetRight();
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return EnemyDirection.Right;
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return EnemyDirection.Left;
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}
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// Check if side facing. If the dot product is close to zero in the positive or negative direction, its close to the threshold for turning.
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if (Mathf.Abs(forwardDotProduct) < rotateLowerThreshold)
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if (leftDotProduct > rotateUpperThreshold)
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{
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SetLeft();
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return EnemyDirection.Left;
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return EnemyDirection.Right;
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}
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}
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@@ -796,8 +796,12 @@ switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_l2wq1"]
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reset = false
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switch_mode = 1
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_jwlar"]
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reset = false
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switch_mode = 1
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_fdoul"]
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@@ -812,13 +816,11 @@ states/Walking/position = Vector2(653, 100)
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transitions = ["Start", "Idle", SubResource("AnimationNodeStateMachineTransition_djeua"), "Idle", "Primary Attack", SubResource("AnimationNodeStateMachineTransition_8wbs7"), "Primary Attack", "Idle", SubResource("AnimationNodeStateMachineTransition_mnr4r"), "Idle", "Walking", SubResource("AnimationNodeStateMachineTransition_l2wq1"), "Walking", "Idle", SubResource("AnimationNodeStateMachineTransition_jwlar"), "Walking", "Primary Attack", SubResource("AnimationNodeStateMachineTransition_fdoul")]
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[node name="EnemyModelView" type="Node3D"]
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transform = Transform3D(3, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0)
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script = ExtResource("1_oh25a")
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EnemyLoreInfo = SubResource("Resource_ivy74")
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_enemyDirection = 1
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 0, 0)
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transform = Transform3D(6, 0, 0, 0, 6, 0, 0, 0, 6, 0, 0, 0)
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pixel_size = 0.001
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billboard = 2
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shaded = true
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@@ -846,7 +848,6 @@ material = ExtResource("3_ivy74")
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position = Vector2(100, 100)
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sprite_frames = SubResource("SpriteFrames_6drt6")
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animation = &"idle_left_walk"
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frame = 6
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[node name="Hitbox" type="Area3D" parent="."]
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unique_name_in_owner = true
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@@ -800,12 +800,17 @@ advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_ck0ak"]
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_y4gx8"]
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reset = false
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switch_mode = 2
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_fxhv6"]
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reset = false
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switch_mode = 1
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_pxi1p"]
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reset = false
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switch_mode = 1
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_gejfr"]
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@@ -1184,7 +1189,6 @@ animations = [{
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[node name="EnemyModelView" type="Node3D"]
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script = ExtResource("1_o4cc2")
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EnemyLoreInfo = SubResource("Resource_gby04")
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_enemyDirection = 1
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.086869, 0)
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@@ -7191,7 +7191,7 @@ script = ExtResource("1_ol7va")
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EnemyLoreInfo = SubResource("Resource_500at")
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 3.13673, 0)
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transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 1.85151, 0)
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billboard = 2
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alpha_cut = 1
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texture_filter = 0
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@@ -6,7 +6,7 @@ namespace Zennysoft.Game.Ma;
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public interface IEnemyLogic : ILogicBlock<EnemyLogic.State>;
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[Meta, Id("enemy_logic")]
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[LogicBlock(typeof(State), Diagram = true)]
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[LogicBlock(typeof(State), Diagram = false)]
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public partial class EnemyLogic : LogicBlock<EnemyLogic.State>, IEnemyLogic
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{
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public override Transition GetInitialState() => To<State.Idle>();
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@@ -1,31 +0,0 @@
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@startuml EnemyLogic
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state "EnemyLogic State" as Zennysoft_Game_Ma_EnemyLogic_State {
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state "Alive" as Zennysoft_Game_Ma_EnemyLogic_State_Alive {
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state "Activated" as Zennysoft_Game_Ma_EnemyLogic_State_Activated {
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state "Attacking" as Zennysoft_Game_Ma_EnemyLogic_State_Attacking
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state "FollowPlayer" as Zennysoft_Game_Ma_EnemyLogic_State_FollowPlayer
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state "Patrolling" as Zennysoft_Game_Ma_EnemyLogic_State_Patrolling
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}
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state "Idle" as Zennysoft_Game_Ma_EnemyLogic_State_Idle
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}
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state "Defeated" as Zennysoft_Game_Ma_EnemyLogic_State_Defeated
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}
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Zennysoft_Game_Ma_EnemyLogic_State_Alive --> Zennysoft_Game_Ma_EnemyLogic_State_Attacking : AttackTimer
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Zennysoft_Game_Ma_EnemyLogic_State_Alive --> Zennysoft_Game_Ma_EnemyLogic_State_Attacking : StartAttacking
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Zennysoft_Game_Ma_EnemyLogic_State_Alive --> Zennysoft_Game_Ma_EnemyLogic_State_Defeated : EnemyDefeated
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Zennysoft_Game_Ma_EnemyLogic_State_Alive --> Zennysoft_Game_Ma_EnemyLogic_State_FollowPlayer : Alerted
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Zennysoft_Game_Ma_EnemyLogic_State_Alive --> Zennysoft_Game_Ma_EnemyLogic_State_Idle : StopMoving
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Zennysoft_Game_Ma_EnemyLogic_State_Attacking --> Zennysoft_Game_Ma_EnemyLogic_State_Idle : StopMoving
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Zennysoft_Game_Ma_EnemyLogic_State_FollowPlayer --> Zennysoft_Game_Ma_EnemyLogic_State_FollowPlayer : PhysicsTick
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Zennysoft_Game_Ma_EnemyLogic_State_FollowPlayer --> Zennysoft_Game_Ma_EnemyLogic_State_Idle : LostPlayer
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Zennysoft_Game_Ma_EnemyLogic_State_Idle --> Zennysoft_Game_Ma_EnemyLogic_State_Patrolling : StartPatrol
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Zennysoft_Game_Ma_EnemyLogic_State_Patrolling --> Zennysoft_Game_Ma_EnemyLogic_State_Idle : StopMoving
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Zennysoft_Game_Ma_EnemyLogic_State_Patrolling --> Zennysoft_Game_Ma_EnemyLogic_State_Patrolling : PatrolToRandomSpot
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Zennysoft_Game_Ma_EnemyLogic_State_Patrolling --> Zennysoft_Game_Ma_EnemyLogic_State_Patrolling : PhysicsTick
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Zennysoft_Game_Ma_EnemyLogic_State_Alive : OnAttackTimer → TakeAction
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Zennysoft_Game_Ma_EnemyLogic_State_Alive : OnEnemyDefeated → Defeated
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[*] --> Zennysoft_Game_Ma_EnemyLogic_State_Idle
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@enduml
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@@ -1,6 +1,5 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Zennysoft.Game.Ma;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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@@ -54,10 +53,4 @@ public partial class RescuedItems : Node3D
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Game.RescuedItems.Items.Clear();
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}
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public void OnSpawnItemsEntered(Node3D body)
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{
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GD.Print("Spawn items");
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SpawnRescuedItems();
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}
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}
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=3 uid="uid://tc5kdfoggrng"]
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[ext_resource type="Script" path="res://src/item_rescue/RescuedItems.cs" id="1_m08l5"]
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[ext_resource type="Script" uid="uid://cav0todblih41" path="res://src/item_rescue/RescuedItems.cs" id="1_m08l5"]
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[node name="Rescued Items" type="Node3D"]
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script = ExtResource("1_m08l5")
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@@ -16,6 +16,8 @@ public partial class Overworld : Node3D, IDungeonFloor
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[Node] private Area3D Exit { get; set; } = default!;
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[Node] private RescuedItems RescuedItems { get; set; } = default!;
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public ImmutableList<IDungeonRoom> Rooms => [];
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public bool FloorIsLoaded { get; set; }
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@@ -24,6 +26,7 @@ public partial class Overworld : Node3D, IDungeonFloor
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{
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Show();
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Exit.AreaEntered += Exit_AreaEntered;
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RescuedItems.SpawnRescuedItems();
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FloorIsLoaded = true;
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}
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@@ -139,6 +139,7 @@
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[ext_resource type="PackedScene" uid="uid://cjj6wabswtkk1" path="res://src/npc/Caretaker/Caretaker.tscn" id="80_8isf0"]
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[ext_resource type="CompressedTexture2DArray" uid="uid://c0kjnbpgaa6bs" path="res://src/map/assets/caustics.png" id="84_r86sn"]
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[ext_resource type="Texture2D" uid="uid://cbsdc4uthojov" path="res://src/map/assets/waternormal2.jpg" id="85_0u0mt"]
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[ext_resource type="PackedScene" uid="uid://tc5kdfoggrng" path="res://src/item_rescue/RescuedItems.tscn" id="141_b6pah"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_o2o3t"]
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resource_name = "Material"
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@@ -17891,5 +17892,11 @@ light_energy = 0.329
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shadow_enabled = true
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omni_range = 60.893
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[node name="Item Transport" type="Node3D" parent="."]
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[node name="RescuedItems" parent="Item Transport" instance=ExtResource("141_b6pah")]
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -349.863, 9.41853, 131.703)
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[editable path="Actors/Clalo"]
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[editable path="Actors/Caretaker of Saints"]
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