Refactor more stuff (Audio mostly)
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@@ -53,8 +53,6 @@ public partial class Game : Node3D, IGame
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[Node] private IPauseMenu PauseMenu { get; set; } = default!;
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[Node] private InGameAudio InGameAudio { get; set; } = default!;
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[Node] private Timer DoubleEXPTimer { get; set; } = default!;
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[Node] private IPlayer Player { get; set; } = default!;
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@@ -218,7 +216,7 @@ public partial class Game : Node3D, IGame
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DoubleEXPTimer.Timeout += DoubleEXPTimer_Timeout;
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_effectService = new EffectService(this, Player);
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_effectService = new EffectService(this, Player, Map);
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}
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public void LoadExistingGame()
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@@ -401,8 +399,8 @@ public partial class Game : Node3D, IGame
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GameLogic.Input(new GameLogic.Input.SaveGame());
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}
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private void GameEventDepot_RestorativePickedUp(Restorative obj)
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=> Player.Stats.SetCurrentVT(Player.Stats.CurrentVT.Value + obj.VTRestoreAmount);
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private void GameEventDepot_RestorativePickedUp(IHealthPack obj)
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=> Player.Stats.SetCurrentVT(Player.Stats.CurrentVT.Value + (int)obj.RestoreAmount);
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private void SetPauseMode(bool isPaused)
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{
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@@ -1,43 +1,8 @@
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using Godot;
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using System;
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using Zennysoft.Game.Abstractions;
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namespace Zennysoft.Game.Ma;
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public interface IGameEventDepot : IDisposable
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{
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event Action? OverworldEntered;
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public void OnOverworldEntered();
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event Action? DungeonAThemeAreaEntered;
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public void OnDungeonAThemeAreaEntered();
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event Action? DungeonBThemeAreaEntered;
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public void OnDungeonBThemeAreaEntered();
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event Action? DungeonCThemeAreaEntered;
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public void OnDungeonCThemeAreaEntered();
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event Action? TeleportEntered;
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public void OnTeleportEntered();
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event Action? MenuScrolled;
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public void OnMenuScrolled();
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event Action? MenuBackedOut;
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public void OnMenuBackedOut();
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event Action? InventorySorted;
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public void OnInventorySorted();
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event Action<ConsumableItemStats>? HealingItemConsumed;
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public void OnHealingItemConsumed(ConsumableItemStats item);
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event Action<Vector3, EnemyStatResource>? EnemyDefeated;
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public void OnEnemyDefeated(Vector3 position, EnemyStatResource enemyStatResource);
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event Action<Restorative>? RestorativePickedUp;
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public void OnRestorativePickedUp(Restorative restorative);
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}
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namespace Zennysoft.Ma.Adapter;
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public class GameEventDepot : IGameEventDepot
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{
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@@ -52,10 +17,8 @@ public class GameEventDepot : IGameEventDepot
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public event Action? MenuScrolled;
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public event Action? MenuBackedOut;
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public event Action? InventorySorted;
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public event Action<ConsumableItemStats>? HealingItemConsumed;
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public event Action<Restorative>? RestorativePickedUp;
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public event Action<Vector3, EnemyStatResource>? EnemyDefeated;
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public event Action<InventoryItem>? HealingItemConsumed;
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public event Action<IHealthPack>? RestorativePickedUp;
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public void OnOverworldEntered() => OverworldEntered?.Invoke();
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public void OnDungeonAThemeAreaEntered() => DungeonAThemeAreaEntered?.Invoke();
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@@ -68,10 +31,8 @@ public class GameEventDepot : IGameEventDepot
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public void OnMenuBackedOut() => MenuBackedOut?.Invoke();
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public void OnInventorySorted() => InventorySorted?.Invoke();
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public void OnHealingItemConsumed(ConsumableItemStats item) => HealingItemConsumed?.Invoke(item);
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public void OnRestorativePickedUp(Restorative restorative) => RestorativePickedUp?.Invoke(restorative);
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public void OnEnemyDefeated(Vector3 position, EnemyStatResource enemyStatResource) => EnemyDefeated?.Invoke(position, enemyStatResource);
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public void OnHealingItemConsumed(InventoryItem item) => HealingItemConsumed?.Invoke(item);
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public void OnRestorativePickedUp(IHealthPack restorative) => RestorativePickedUp?.Invoke(restorative);
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public void Dispose()
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{
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