Files
GameJamDungeon/Zennysoft.Game.Ma/src/map/dungeon/code/Altar.cs
Zenny 36b851254e Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
2026-02-05 14:17:45 -08:00

65 lines
1.7 KiB
C#

using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using System.Linq;
using Zennysoft.Game.Abstractions;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class Altar : SpecialFloor, IDungeonFloor
{
public override void _Notification(int what) => this.Notify(what);
[Dependency] protected IGame Game => this.DependOn<IGame>();
[Dependency] protected IPlayer _player => this.DependOn(() => GetParent().GetChildren().OfType<IPlayer>().Single());
[Node] private Area3D Exit { get; set; } = default!;
[Node] private Marker3D PlayerSpawnPoint { get; set; } = default!;
[Node] private Area3D NoExitArea { get; set; } = default!;
[Node] private Node DimmableAudio { get; set; } = default!;
[Export] public Resource Dialogue { get; set; } = default!;
public void OnResolved()
{
Show();
Exit.AreaEntered += Exit_AreaEntered;
NoExitArea.AreaEntered += NoExitArea_AreaEntered;
FloorIsLoaded = true;
var dimmableAudio = DimmableAudio.GetChildren().OfType<IDimmableAudioStreamPlayer>();
foreach (var dimmable in dimmableAudio)
dimmable.FadeIn();
}
public override void FadeOutAudio()
{
var dimmableAudio = DimmableAudio.GetChildren().OfType<IDimmableAudioStreamPlayer>();
foreach (var dimmable in dimmableAudio)
dimmable.FadeOut();
}
private void _player_PointUpFinished()
{
_player.Activate();
}
private void NoExitArea_AreaEntered(Area3D area)
{
DialogueController.ShowDialogue(Dialogue, "no_exit");
}
private void Exit_AreaEntered(Area3D area)
{
if (area.GetOwner() is IPlayer)
ExitReached();
}
public void ExitReached() => Game.FloorExitReached();
}