Remade resource script system

This commit is contained in:
MaddoScientisto 2025-03-15 17:17:30 +01:00
commit 029128c8b8
17 changed files with 576 additions and 386 deletions

View file

@ -1,4 +1,5 @@
using Cirno.Scripts.Actors;
using Cirno.Scripts.AttackPatterns;
using Godot;
namespace Cirno.Scripts.Resources;
@ -6,9 +7,10 @@ namespace Cirno.Scripts.Resources;
[GlobalClass]
public abstract partial class AttackPattern : Resource
{
public Node2D Parent;
//public Node2D Parent;
[Export] public bool WaitForCompletion = true;
public abstract void Start(Node2D parent);
public abstract void UpdatePattern(double delta);
public abstract bool IsComplete();
//public abstract void Start(Node2D parent);
//public abstract void UpdatePattern(double delta);
//public abstract bool IsComplete();
public abstract IPatternMachine MakeMachine(Node2D parent);
}

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@ -1,4 +1,5 @@
using Cirno.Scripts.Actors;
using Cirno.Scripts.AttackPatterns;
using Godot;
using Godot.Collections;
@ -15,10 +16,14 @@ public partial class BossPhase : Resource
private int currentPatternIndex = 0;
private double patternTimer;
private IPatternMachine _patternMachine;
public void Start(Boss boss)
{
currentPatternIndex = 0;
Patterns[currentPatternIndex].Start(boss);
_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);
_patternMachine.Start();
//Patterns[currentPatternIndex].Start(boss);
}
public void UpdatePhase(double delta)
@ -26,12 +31,15 @@ public partial class BossPhase : Resource
patternTimer += delta;
var currentPattern = Patterns[currentPatternIndex];
currentPattern.UpdatePattern(delta);
_patternMachine.UpdatePattern(delta);
if (!currentPattern.WaitForCompletion || currentPattern.IsComplete())
if (!currentPattern.WaitForCompletion || _patternMachine.IsComplete())
{
currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
Patterns[currentPatternIndex].Start(currentPattern.Parent);
var oldParent = _patternMachine.Parent;
_patternMachine = Patterns[currentPatternIndex].MakeMachine(oldParent);
_patternMachine.Start();
//_patternMachine.Start(currentPattern.Parent);
}
}
}

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@ -1,4 +1,5 @@
using System.Linq;
using Cirno.Scripts.AttackPatterns;
using Godot;
using Godot.Collections;
@ -9,33 +10,43 @@ public partial class BulletScript : Resource
{
[Export]
public Array<AttackPattern> Patterns { get; private set; }
private Node2D _parent;
private int _currentPatternIndex = 0;
private double _patternTimer;
private AttackPattern CurrentPattern => Patterns[_currentPatternIndex];
public void Start(Node2D parent)
public BulletScriptMachine Make(Node2D parent)
{
_parent = parent;
if (Patterns.Count == 0) return;
_currentPatternIndex = 0;
CurrentPattern.Start(parent);
return new BulletScriptMachine(parent, Patterns);
}
public void UpdatePhase(double delta)
public class BulletScriptMachine(Node2D parent, Array<AttackPattern> patterns)
{
_patternTimer += delta;
CurrentPattern.UpdatePattern(delta);
private int _currentPatternIndex = 0;
//private double _patternTimer;
private AttackPattern CurrentPattern => patterns[_currentPatternIndex];
if (!CurrentPattern.WaitForCompletion || CurrentPattern.IsComplete())
private IPatternMachine _currentPatternMachine;
public void Start()
{
_currentPatternIndex = (_currentPatternIndex + 1) % Patterns.Count;
CurrentPattern.Start(_parent);
if (patterns.Count == 0) return;
_currentPatternIndex = 0;
_currentPatternMachine = CurrentPattern.MakeMachine(parent);
_currentPatternMachine.Start();
}
public void UpdatePhase(double delta)
{
//_patternTimer += delta;
_currentPatternMachine.UpdatePattern(delta);
//CurrentPattern.UpdatePattern(delta);
if (!CurrentPattern.WaitForCompletion || _currentPatternMachine.IsComplete())
{
_currentPatternIndex = (_currentPatternIndex + 1) % patterns.Count;
_currentPatternMachine = CurrentPattern.MakeMachine(parent);
_currentPatternMachine.Start();
}
}
}
}

View file

@ -1,6 +1,7 @@
using Godot;
using System.Collections.Generic;
using Cirno.Scripts.Actors;
using Cirno.Scripts.AttackPatterns;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
@ -9,34 +10,47 @@ namespace Cirno.Scripts.Resources;
public partial class PatternGroup : AttackPattern
{
[Export] private Array<AttackPattern> patterns;
private int currentPatternIndex = 0;
public override void Start(Node2D parent)
public override IPatternMachine MakeMachine(Node2D parent)
{
Parent = parent;
currentPatternIndex = 0;
patterns[currentPatternIndex].Start(parent);
return new PatternGroupMachine(this, parent);
}
public override void UpdatePattern(double delta)
public class PatternGroupMachine(PatternGroup pattern, Node2D parent) : IPatternMachine
{
if (currentPatternIndex < patterns.Count)
public Node2D Parent => parent;
private int currentPatternIndex = 0;
IPatternMachine _patternMachine;
public void Start()
{
patterns[currentPatternIndex].UpdatePattern(delta);
currentPatternIndex = 0;
_patternMachine = pattern.patterns[currentPatternIndex].MakeMachine(parent);
_patternMachine.Start();
}
if (!patterns[currentPatternIndex].WaitForCompletion || patterns[currentPatternIndex].IsComplete())
public void UpdatePattern(double delta)
{
if (currentPatternIndex < pattern.patterns.Count)
{
currentPatternIndex++;
if (currentPatternIndex < patterns.Count)
_patternMachine.UpdatePattern(delta);
if (!pattern.patterns[currentPatternIndex].WaitForCompletion || _patternMachine.IsComplete())
{
patterns[currentPatternIndex].Start(Parent);
currentPatternIndex++;
if (currentPatternIndex < pattern.patterns.Count)
{
_patternMachine.Start();
}
}
}
}
}
public override bool IsComplete()
{
return currentPatternIndex >= patterns.Count;
public bool IsComplete()
{
return currentPatternIndex >= pattern.patterns.Count;
}
}
}

View file

@ -12,38 +12,47 @@ public partial class SimpleMovementPattern : AttackPattern
[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
private Tween tween;
private bool isComplete = false;
protected IScriptHost Boss;
public override void Start(Node2D parent)
public override IPatternMachine MakeMachine(Node2D parent)
{
Parent = parent;
if (parent is not IScriptHost boss)
return;
Boss = boss;
tween = Parent.CreateTween();
isComplete = false;
Vector2 targetPosition = (Boss?.HomePosition ?? Parent.GlobalPosition) + relativeTargetPosition;
boss.ChangeSpriteDirection(-(Parent.GlobalPosition - targetPosition));
tween.TweenProperty(Parent, "global_position", targetPosition, moveDuration)
.SetTrans(transitionType)
.SetEase(easeType)
.Finished += () =>
{
isComplete = true;
boss.ChangeSpriteDirection(Vector2.Zero);
};
return new SimpleMovementPatternMachine(this, parent);
}
public override void UpdatePattern(double delta) { }
public override bool IsComplete()
public class SimpleMovementPatternMachine(SimpleMovementPattern pattern, Node2D parent) : IPatternMachine
{
return isComplete;
public Node2D Parent => parent;
private Tween tween;
private bool isComplete = false;
protected IScriptHost Boss;
public void Start()
{
if (parent is not IScriptHost boss)
return;
Boss = boss;
tween = Parent.CreateTween();
isComplete = false;
Vector2 targetPosition = (Boss?.HomePosition ?? Parent.GlobalPosition) + pattern.relativeTargetPosition;
boss.ChangeSpriteDirection(-(Parent.GlobalPosition - targetPosition));
tween.TweenProperty(Parent, "global_position", targetPosition, pattern.moveDuration)
.SetTrans(pattern.transitionType)
.SetEase(pattern.easeType)
.Finished += () =>
{
isComplete = true;
boss.ChangeSpriteDirection(Vector2.Zero);
};
}
public void UpdatePattern(double delta) { }
public bool IsComplete()
{
return isComplete;
}
}
}