Files
GameJamDungeon/Zennysoft.Game.Ma/src/items/dropped/DroppedItem.cs
Zenny 230b47061d Add item spawn menu
Fix game over bug
Start adding more implementation for jewels
2026-02-11 15:25:20 -08:00

89 lines
2.5 KiB
C#

using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class DroppedItem : RigidBody3D, IDroppedItem
{
public override void _Notification(int what) => this.Notify(what);
[Dependency] public IGame Game => this.DependOn<IGame>();
[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
[Node] private Sprite2D Sprite { get; set; } = default!;
[Node] private Area3D Pickup { get; set; } = default!;
public InventoryItem Item { get; set; }
public void OnResolved()
{
ContactMonitor = true;
Sprite.Texture = Item.GetTexture();
BodyEntered += DroppedItem_BodyEntered;
}
private void DroppedItem_BodyEntered(Node body)
{
AngularVelocity = Vector3.Zero;
LinearVelocity = Vector3.Zero;
}
public async void Drop()
{
AddCollisionExceptionWith((Node)Player);
Pickup.Monitorable = false;
Pickup.Monitoring = false;
GlobalPosition = new Vector3(Player.GlobalPosition.X, Player.GlobalPosition.Y + 1, Player.GlobalPosition.Z) + (-Player.GlobalBasis.Z * 2);
await ToSignal(GetTree().CreateTimer(1), "timeout");
RemoveCollisionExceptionWith((Node)Player);
Pickup.Monitorable = true;
Pickup.Monitoring = true;
}
public void RescueItem()
{
ContactMonitor = false;
Pickup.SetDeferred(Area3D.PropertyName.Monitorable, false);
Pickup.SetDeferred(Area3D.PropertyName.Monitoring, false);
SfxDatabase.Instance.Play(SoundEffect.Transfer);
PlayRescueAnimation();
Game.RescuedItems.Items.Add(Item);
}
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);
}
}