Possession handling

This commit is contained in:
MaddoScientisto 2025-02-23 22:38:33 +01:00
commit 31ffe6156e
9 changed files with 305 additions and 22 deletions

View file

@ -0,0 +1,130 @@
[gd_scene load_steps=22 format=3 uid="uid://bdvj4cxnyr3w4"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/Actor.cs" id="1_8mmna"]
[ext_resource type="SpriteFrames" uid="uid://ch2ll1on8im2p" path="res://Resources/Sprites/FairyGuard.tres" id="2_7asxc"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/EnemyPossessionMovement.cs" id="3_81a26"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/KeyboardInputProvider.cs" id="4_nr5hj"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/FourWayAnimationHandler.cs" id="5_wggo8"]
[ext_resource type="Texture2D" uid="uid://b2v6j7lsyltrc" path="res://Sprites/Actors/CirnoWings.png" id="5_wmgly"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/ActorAi.cs" id="6_ck3ev"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/EnemyNavigationMovement.cs" id="7_ysmhb"]
[ext_resource type="Script" path="res://Scripts/Components/ProximityPlayerDetection.cs" id="8_b0wmr"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/ActorResourceProvider.cs" id="9_leabp"]
[ext_resource type="PackedScene" uid="uid://cj63k0dmk7tl1" path="res://Scenes/Weapons/enemy_weapon_base.tscn" id="10_fduxx"]
[ext_resource type="Resource" uid="uid://cdfmedtgp2rcn" path="res://Resources/Weapons/EnemyWeapon.tres" id="11_2oavc"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/DamageReceiverActorModule.cs" id="12_fptwu"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/DeathAnimationHandler.cs" id="13_vhd3i"]
[ext_resource type="Resource" uid="uid://dk2rbf88a5irh" path="res://Resources/Bullets/Explosion_Harmless.tres" id="14_gs6c4"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/ActorDefeatScriptHandler.cs" id="15_hkd4u"]
[sub_resource type="AtlasTexture" id="AtlasTexture_urwql"]
atlas = ExtResource("5_wmgly")
region = Rect2(0, 0, 16, 16)
[sub_resource type="SpriteFrames" id="SpriteFrames_du5wp"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_urwql")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="CircleShape2D" id="CircleShape2D_2b36v"]
radius = 5.0
[sub_resource type="CircleShape2D" id="CircleShape2D_sthwe"]
radius = 85.0529
[sub_resource type="CircleShape2D" id="CircleShape2D_0tkae"]
radius = 5.09902
[node name="FairyGuard" type="CharacterBody2D"]
collision_layer = 16
collision_mask = 113
script = ExtResource("1_8mmna")
MovementSpeed = 30.0
Health = 6.0
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = ExtResource("2_7asxc")
animation = &"down"
[node name="PosessionMovementProvider" type="Node2D" parent="." node_paths=PackedStringArray("PossessionSprite")]
script = ExtResource("3_81a26")
PossessionSprite = NodePath("PossessionWings")
[node name="InputProvider" type="Node2D" parent="PosessionMovementProvider"]
script = ExtResource("4_nr5hj")
[node name="PossessionWings" type="AnimatedSprite2D" parent="PosessionMovementProvider"]
visible = false
sprite_frames = SubResource("SpriteFrames_du5wp")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("CircleShape2D_2b36v")
[node name="AnimationHandler" type="Node2D" parent="." node_paths=PackedStringArray("_animatedSprite")]
script = ExtResource("5_wggo8")
_animatedSprite = NodePath("../AnimatedSprite2D")
[node name="ActorAi" type="Node2D" parent="."]
script = ExtResource("6_ck3ev")
Ai = 0
[node name="NavigationMovementProvider" type="Node2D" parent="." node_paths=PackedStringArray("EquippedWeapon", "_playerDetection")]
script = ExtResource("7_ysmhb")
_navigationEnabled = true
CollisionMask = 81
EquippedWeapon = NodePath("../EnemyWeapon")
_playerDetection = NodePath("../PlayerDetection")
[node name="PlayerDetection" type="Area2D" parent="."]
visible = false
collision_layer = 0
collision_mask = 2
script = ExtResource("8_b0wmr")
[node name="PlayerDetectionArea" type="CollisionShape2D" parent="PlayerDetection"]
shape = SubResource("CircleShape2D_sthwe")
[node name="NavigationAgent2D" type="NavigationAgent2D" parent="."]
target_desired_distance = 64.0
path_max_distance = 800.0
path_postprocessing = 1
avoidance_enabled = true
debug_path_custom_color = Color(1, 0, 0, 1)
[node name="HealthProvider" type="Node2D" parent="."]
script = ExtResource("9_leabp")
ResourceName = "Health"
MaxResource = 6.0
[node name="EnemyWeapon" parent="." instance=ExtResource("10_fduxx")]
WeaponData = ExtResource("11_2oavc")
[node name="DamageReceiver" type="Node2D" parent="." node_paths=PackedStringArray("HealthProvider")]
script = ExtResource("12_fptwu")
HealthProvider = NodePath("../HealthProvider")
BulletGroup = 2
[node name="Area2D" type="Area2D" parent="DamageReceiver"]
collision_layer = 16
collision_mask = 8
[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageReceiver/Area2D"]
shape = SubResource("CircleShape2D_0tkae")
[node name="DeathAnimation" type="Node2D" parent="."]
script = ExtResource("13_vhd3i")
ExplosionData = ExtResource("14_gs6c4")
[node name="DefeatScriptHandler" type="Node2D" parent="."]
script = ExtResource("15_hkd4u")
[connection signal="area_entered" from="PlayerDetection" to="PlayerDetection" method="_on_area_entered"]
[connection signal="area_exited" from="PlayerDetection" to="PlayerDetection" method="_on_area_exited"]
[connection signal="velocity_computed" from="NavigationAgent2D" to="NavigationMovementProvider" method="_on_navigation_agent_2d_velocity_computed"]
[connection signal="area_entered" from="DamageReceiver/Area2D" to="DamageReceiver" method="_on_damage_hitbox_area_entered"]

File diff suppressed because one or more lines are too long

View file

@ -15,6 +15,9 @@ public partial class Actor : CharacterBody2D
[Export] public Node2D DefeatScript { get; set; }
[Export] public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
[Export]
public AiState StartingAiState { get; private set; }
public Vector2 MovementDirection { get; set; }
public Vector2 FacingDirection { get; set; }
@ -25,6 +28,9 @@ public partial class Actor : CharacterBody2D
[Signal]
public delegate void OnDeathEventHandler();
[Signal]
public delegate void OnControlAssumedEventHandler();
public bool IsDestroyed { get; set; }
@ -62,4 +68,9 @@ public partial class Actor : CharacterBody2D
EmitSignal(SignalName.OnDeath);
}
public void AssumeControl()
{
EmitSignal(SignalName.OnControlAssumed);
}
}

View file

@ -1,6 +1,7 @@
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class ActorAi : Node2D
public partial class ActorAi : ActorModule
{
public EnemyState State { get; set; } = EnemyState.Idle;
@ -8,5 +9,22 @@ public partial class ActorAi : Node2D
[Export] // Temp until the special actor tha sets it
public AiState Ai { get; set; } = AiState.Disabled;
protected Actor _actor;
public override void Init(Actor actor)
{
_actor = actor;
Ai = actor.StartingAiState;
}
public override void PhysicsUpdate(double delta)
{
}
public override void Update(double delta)
{
}
}

View file

@ -35,12 +35,9 @@ public partial class ActorDefeatScriptHandler : ActorModule
{
if (DefeatScript is not IActivable target)
{
GD.PrintErr($"Target {DefeatScript.Name} is not activable");
return;
}
target?.Activate();
GD.Print($"{DefeatScript.Name} activated");
}
}

View file

@ -0,0 +1,11 @@
using System.Collections.Generic;
using Cirno.Scripts;
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class EnemyActor : Actor
{
}

View file

@ -7,11 +7,30 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
public bool IsDestroyed => _parent.IsDestroyed;
// State accessor
private AiState _previousAiState;
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is AiState.Controlled && Input.IsActionJustPressed("pause"))
{
if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
{
ResumeControl();
}
}
}
public override void PhysicsUpdate(double delta)
@ -21,4 +40,25 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
base.PhysicsUpdate(delta);
}
public void AssumeControl()
{
GameManager.Instance.CameraTargetObject(_parent);
GameManager.Instance.Player.RequestMovementDisable(true);
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
PossessionSprite?.Show();
}
public void ResumeControl()
{
_actorAi.Ai = _previousAiState;
GameManager.Instance.CameraTargetPlayer();
GameManager.Instance.Player.RequestMovementDisable(false);
PossessionSprite?.Hide();
}
}

View file

@ -96,7 +96,7 @@ public partial class GameManager : Node2D
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (Input.IsActionJustPressed("pause"))
if (GameState is GameState.Playing && Input.IsActionJustPressed("pause"))
{
TogglePause();
}
@ -288,6 +288,19 @@ public partial class GameManager : Node2D
}
}
public GameState ToggleControlMode() {
if (GameState is GameState.Playing)
{
ChangeState(GameState.Controlling);
}
else if (GameState is GameState.Controlling)
{
ChangeState(GameState.Playing);
}
return GameState;
}
public void ChangeState(GameState state)
{
if (state == GameState) return;
@ -302,5 +315,6 @@ public enum GameState
Menu,
Paused,
Playing,
Dialogue
Dialogue,
Controlling
}

View file

@ -0,0 +1,42 @@
using Godot;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class ControlActorEvent : EventResource
{
[Export]
public NodePath Target { get; set; }
private Node2D _parent;
private GameManager _gameManager;
private bool _isComplete = false;
public override bool IsComplete()
{
return _isComplete;
}
public override void Init(Node2D parent)
{
_gameManager = parent.GetGameManager();
_parent = parent;
}
public override void Start(Node2D parentNode)
{
_isComplete = false;
if (_parent.GetNode<Node2D>(Target) is Actor enemy)
{
if (GameManager.Instance.ToggleControlMode() is GameState.Controlling)
{
enemy.AssumeControl();
}
}
_isComplete = true;
}
public override void UpdateEvent(double delta) { }
}