Make overworld doors be of unlockable type, add behavior later

This commit is contained in:
2026-01-20 23:33:28 -08:00
parent 945c5e14bb
commit aa9e14c498
8 changed files with 244 additions and 59 deletions

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@@ -1,27 +0,0 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
[Meta(typeof(IAutoNode))]
public partial class Door : Node3D, IDoor
{
public override void _Notification(int what) => this.Notify(what);
[Node] public AnimationPlayer AnimationPlayer { get; set; }
public void OnReady()
{
AnimationPlayer.AnimationFinished += AnimationPlayer_AnimationFinished;
}
private void AnimationPlayer_AnimationFinished(StringName animName)
{
QueueFree();
}
public void Demolish()
{
AnimationPlayer.Play("explode");
}
}

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@@ -1,5 +1,3 @@
using Chickensoft.GodotNodeInterfaces;
public interface IDoor : INode3D
{
}
public interface IDoor : INode3D;

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@@ -0,0 +1,6 @@
using Godot;
public partial class UnlockableDoor : Node3D, IDoor
{
}

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@@ -0,0 +1 @@
uid://bxs2sugex0p0i

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@@ -1,4 +1,4 @@
using Chickensoft.AutoInject;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using System.Collections.Immutable;
@@ -28,47 +28,47 @@ public abstract partial class DungeonRoom : Node3D, IDungeonRoom
public void Setup()
{
_enemiesInRoom = [];
if (_room != null)
{
_room.BodyEntered += Room_BodyEntered;
_room.BodyExited += Room_BodyExited;
}
_enemiesInRoom = [];
if (_room != null)
{
_room.BodyEntered += Room_BodyEntered;
_room.BodyExited += Room_BodyExited;
}
}
private void Room_BodyExited(Node3D body)
{
if (body is IEnemy enemy)
_enemiesInRoom = _enemiesInRoom.Remove(enemy);
if (body is IPlayer)
_isPlayerInRoom = false;
if (body is IEnemy enemy)
_enemiesInRoom = _enemiesInRoom.Remove(enemy);
if (body is IPlayer)
_isPlayerInRoom = false;
}
private void Room_BodyEntered(Node3D body)
{
if (body is IEnemy enemy)
_enemiesInRoom = _enemiesInRoom.Add(enemy);
if (body is IPlayer)
if (_playerDiscoveredRoom)
_isPlayerInRoom = true;
else
OnPlayerDiscoveringRoom();
if (body is IEnemy enemy)
_enemiesInRoom = _enemiesInRoom.Add(enemy);
if (body is IPlayer)
if (_playerDiscoveredRoom)
_isPlayerInRoom = true;
else
OnPlayerDiscoveringRoom();
}
public ImmutableList<IEnemy> GetEnemiesInCurrentRoom()
{
return _enemiesInRoom;
return _enemiesInRoom;
}
private void OnPlayerDiscoveringRoom()
{
_isPlayerInRoom = true;
_playerDiscoveredRoom = true;
_minimap.Show();
_isPlayerInRoom = true;
_playerDiscoveredRoom = true;
_minimap.Show();
}
public void OnExitTree()
{
_room.BodyEntered -= Room_BodyEntered;
_room.BodyExited -= Room_BodyExited;
_room.BodyEntered -= Room_BodyEntered;
_room.BodyExited -= Room_BodyExited;
}
}

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@@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://bn5egdkg03f5d"]
[ext_resource type="Script" uid="uid://bxs2sugex0p0i" path="res://src/map/UnlockableDoor.cs" id="4_om2kn"]
[node name="Node3D" type="Node3D"]
script = ExtResource("4_om2kn")

File diff suppressed because one or more lines are too long

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@@ -32,6 +32,15 @@ animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
_subresources={}
_subresources={
"nodes": {
"PATH:PROS DOOR": {
"mesh_instance/layers": 0
},
"PATH:PROS DOOR 2": {
"mesh_instance/layers": 0
}
}
}
gltf/naming_version=1
gltf/embedded_image_handling=1