Move files and folders to new repo format to enable multi-project format

This commit is contained in:
2025-03-06 22:07:25 -08:00
parent 12cbb82ac9
commit a09f6ec5a5
3973 changed files with 1781 additions and 2938 deletions

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@@ -0,0 +1,104 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Zennysoft.Game.Ma.src.items;
using Godot;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class ThrownItem : RigidBody3D
{
public override void _Notification(int what) => this.Notify(what);
[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
[Dependency] public IGame Game => this.DependOn<IGame>();
public InventoryItem ItemThatIsThrown;
private EffectService _effectService;
[Node] public Sprite2D Sprite { get; set; } = default!;
public void OnResolved()
{
BodyEntered += ThrownItem_BodyEntered;
GlobalPosition = Player.CurrentPosition;
Sprite.Texture = ItemThatIsThrown.ItemStats.Texture;
AddCollisionExceptionWith((Node)Player);
}
private void ThrownItem_BodyEntered(Node body)
{
if (body is IEnemy enemy)
CalculateEffect(enemy);
QueueFree();
}
public void Throw(EffectService effectService)
{
_effectService = effectService;
ApplyCentralImpulse(-Player.CurrentBasis.Z.Normalized() * ItemThatIsThrown.ThrowSpeed);
}
public void RescueItem()
{
ContactMonitor = false;
Freeze = true;
PlayRescueAnimation();
Game.RescuedItems.Items.Add(ItemThatIsThrown);
}
private void PlayRescueAnimation()
{
LoadShader("res://src/vfx/shaders/PixelMelt.gdshader");
var tweener = GetTree().CreateTween();
SetShaderValue(true);
tweener.TweenMethod(Callable.From((float x) => SetShaderValue(x)), 0.0f, 0.3f, 2f);
tweener.TweenCallback(Callable.From(QueueFree));
}
private void LoadShader(string shaderPath)
{
var shader = GD.Load<Shader>(shaderPath);
Sprite.Material = new ShaderMaterial();
var shaderMaterial = (ShaderMaterial)Sprite.Material;
shaderMaterial.Shader = shader;
}
private void SetShaderValue(float shaderValue)
{
var shaderMaterial = (ShaderMaterial)Sprite.Material;
shaderMaterial.SetShaderParameter("progress", shaderValue);
}
private void SetShaderValue(bool shaderValue)
{
var shaderMaterial = (ShaderMaterial)Sprite.Material;
shaderMaterial.SetShaderParameter("reverse", shaderValue);
}
private void CalculateEffect(IEnemy enemy)
{
if (ItemThatIsThrown is ThrowableItem throwableItem)
{
switch (throwableItem.ThrowableItemTag)
{
case ThrowableItemTag.LowerTargetTo1HP:
enemy.TakeDamage(enemy.CurrentHP - 1, ignoreDefense: true, ignoreElementalResistance: true);
break;
case ThrowableItemTag.TeleportToRandomLocation:
_effectService.TeleportToRandomRoom(enemy);
break;
case ThrowableItemTag.WarpToExitIfFound:
_effectService.WarpToExit(enemy);
break;
default:
enemy.TakeDamage(throwableItem.ThrowDamage, throwableItem.ElementType);
break;
}
}
else
enemy.TakeDamage(ItemThatIsThrown.ThrowDamage);
}
}