Fix dying loop, add death counter, add die button to debug
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@@ -12,6 +12,8 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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{
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public override void _Notification(int what) => this.Notify(what);
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[Dependency] private IGame _game => this.DependOn<IGame>();
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[Dependency] private IMap _map => this.DependOn<IMap>(() => new Map());
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[Dependency] private IPlayer _player => this.DependOn<IPlayer>();
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@@ -24,6 +26,10 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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[Node] public Button LoadNextFloorButton { get; set; } = default!;
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[Node] public Button DieButton { get; set; } = default!;
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[Node] public Label DeathCount { get; set; } = default!;
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private readonly string _floorFilePath = @"res://src/map/dungeon/floors/";
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private readonly string _enemyFilePath = @"res://src/enemy/enemy_types";
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@@ -35,6 +41,8 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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public override void _Ready()
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{
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LoadNextFloorButton.Pressed += LoadNextFloorButton_Pressed;
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DieButton.Pressed += DieButton_Pressed;
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VisibilityChanged += PauseDebugMenu_VisibilityChanged;
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_itemDatabase = ItemDatabase.Instance;
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_spawnableItems = _itemDatabase.Items;
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@@ -79,6 +87,10 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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SpawnEnemyDropDown.ItemSelected += SpawnEnemyDropDown_ItemSelected;
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}
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private void DieButton_Pressed() => _player.Die();
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private void PauseDebugMenu_VisibilityChanged() => DeathCount.Text = _game.QuestData.DeathCount.ToString("D2");
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private void FloorSelectDropDown_ItemSelected(long index)
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{
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var sceneName = FloorSelectDropDown.GetItemText((int)index);
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