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

@ -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) { }
}