Death animations and spawner

This commit is contained in:
Marco 2025-02-23 19:19:12 +01:00
commit 16b7d936c9
13 changed files with 286 additions and 11 deletions

View file

@ -131,8 +131,8 @@ public partial class Teleporter : Activable
await TweenPlayer(player);
_particles.Emitting = true;
//_particles.Emitting = true;
FireParticles();
await player.Teleport();

View file

@ -0,0 +1,31 @@
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Actors;
public partial class ActorSpawner : Node2D, IActivable
{
[Export]
public PackedScene ActorPrefab { get; set; }
[Export] public bool WaitForActorDeath { get; private set; } = true;
public Actor SpawnedActor { get; private set; }
public virtual void Spawn()
{
SpawnedActor = this.CreateSibling<Actor>(ActorPrefab);
}
public void Activate(ActivationType activationType = ActivationType.Toggle)
{
if (!WaitForActorDeath)
{
Spawn();
}
else if (SpawnedActor == null)
{
Spawn();
}
}
}

View file

@ -0,0 +1,28 @@
using Cirno.Scripts.Activables;
using Godot;
namespace Cirno.Scripts.Actors;
public partial class AlarmTeleporterActorSpawner : ActorSpawner
{
private AlarmManager _alarmManager;
[Export]
public Teleporter Teleporter { get; private set; }
[Export]
public float ActivationRange { get; private set; }
public override void _Ready()
{
_alarmManager = this.GetAlarmManager();
_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
}
private void AlarmManagerOnAlarmEnabled(Vector2 location)
{
if (!(location.DistanceTo(this.GlobalPosition) <= ActivationRange)) return;
Teleporter?.FireParticles();
Spawn();
}
}

View file

@ -15,6 +15,9 @@ public partial class Actor : CharacterBody2D
private GameManager _gameManager;
private List<ActorModule> _modules = new();
[Signal]
public delegate void OnDeathEventHandler();
public bool IsDestroyed { get; set; }
@ -47,4 +50,9 @@ public partial class Actor : CharacterBody2D
}
}
public void TriggerDeath()
{
EmitSignal(SignalName.OnDeath);
}
}

View file

@ -15,7 +15,7 @@ public partial class AnimationHandler : ActorModule
public override void Init(Actor parent)
{
_parent = parent;
_parent.OnDeath += ParentOnOnDeath;
// var children = GetChildren();
// foreach (var child in children) {
// if (child is InputProvider inputProvider)
@ -25,6 +25,12 @@ public partial class AnimationHandler : ActorModule
// }
}
protected virtual void ParentOnOnDeath()
{
_animatedSprite.SpeedScale = 0;
_animatedSprite.Hide();
}
public override void Update(double delta)
{
if (IsDestroyed) return;

View file

@ -18,6 +18,7 @@ public partial class DamageReceiverActorModule : ActorModule
{
_actor = actor;
HealthProvider.FillResource();
HealthProvider.ResourceDepleted += OnDeath;
}
@ -61,6 +62,6 @@ public partial class DamageReceiverActorModule : ActorModule
protected void OnDeath()
{
_actor.IsDestroyed = true;
GD.Print("Actor dead");
_actor.TriggerDeath();
}
}

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@ -0,0 +1,65 @@
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class DeathAnimationHandler : ActorModule
{
protected Actor _actor;
[Export] public BulletResource ExplosionData { get; set; }
[Export] public PackedScene ExplosionParticles { get; set; }
[Export] public PackedScene DebrisScene { get; set; }
public override void Init(Actor actor)
{
_actor = actor;
_actor.OnDeath += ParentOnOnDeath;
}
protected virtual void ParentOnOnDeath()
{
CreateExplosion();
CreateParticles();
CreateDebris();
_actor.QueueFree();
}
public override void Update(double delta)
{
}
public override void PhysicsUpdate(double delta)
{
}
private void CreateExplosion()
{
if (ExplosionData == null) return;
var explosion = _actor.CreateSibling<Bullet>(ExplosionData.BulletScene);
explosion.Speed = 0;
explosion.Initialize(ExplosionData.MakeBullet(_actor.GlobalPosition), GameManager.Instance);
}
private void CreateParticles()
{
if (ExplosionParticles == null) {
return;
}
var particle = _actor.CreateSibling<GpuParticles2D>(ExplosionParticles);
if (particle == null) return;
particle.Emitting = true;
}
private void CreateDebris()
{
if (DebrisScene == null) return;
_actor.CreateSibling<Barrel>(DebrisScene);
}
}

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@ -0,0 +1,32 @@
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class AlarmEnableEvent : EventResource
{
private bool _isComplete = false;
private AlarmManager _alarmManager;
public override bool IsComplete()
{
return _isComplete;
}
public override void Init(Node2D parent)
{
_alarmManager = parent.GetAlarmManager();
}
public override void Start(Node2D parent)
{
_alarmManager.SoundAlarm(parent.GlobalPosition);
_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
}