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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Shootable switches react to shots
This commit is contained in:
parent
f58b9646df
commit
35275f9048
5 changed files with 523 additions and 390 deletions
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@ -1480,12 +1480,15 @@
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{
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"classname" "actor_controlpad_shoot"
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"origin" "132 212 28"
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"target" "acid_pit_door"
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"activationtype" "Open"
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}
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// entity 47
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{
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"classname" "actor_door_1"
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"origin" "240 252 32"
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"angles" "0 90 0"
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"targetname" "acid_pit_door"
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}
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// entity 48
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{
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@ -1,6 +1,6 @@
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[gd_scene load_steps=7 format=3 uid="uid://c8vlgg70s5u3p"]
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[gd_scene format=3 uid="uid://c8vlgg70s5u3p"]
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[ext_resource type="Script" uid="uid://qxh76ahgexqa" path="res://Scripts/Interactables/Switch3D.cs" id="1_uhypp"]
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[ext_resource type="Script" uid="uid://dlfhqyy3ya8d4" path="res://Scripts/Interactables/ShootableSwitch3D.cs" id="1_uhypp"]
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[ext_resource type="Texture2D" uid="uid://d24g1qb40t72l" path="res://Sprites/Button_Small.png" id="2_uok2k"]
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[ext_resource type="AudioStream" uid="uid://bjvklk7qmlivd" path="res://SFX/288963__littlerobotsoundfactory__click_electronic_14.wav" id="3_pmslt"]
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[ext_resource type="AudioStream" uid="uid://myr6n2c1u503" path="res://SFX/581602__samsterbirdies__beep-error.mp3" id="4_4smss"]
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@ -9,14 +9,14 @@
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[sub_resource type="SphereShape3D" id="SphereShape3D_itd0i"]
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radius = 0.868968
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[node name="ControlPad" type="Area3D" node_paths=PackedStringArray("Targets") groups=["Interactable"]]
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collision_layer = 32
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collision_mask = 0
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[node name="ControlPad" type="Area3D" unique_id=454991887 groups=["Interactable"]]
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collision_layer = 0
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collision_mask = 136
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script = ExtResource("1_uhypp")
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Targets = []
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ReactsTo = 1
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metadata/_edit_group_ = true
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[node name="Sprite3D" type="Sprite3D" parent="."]
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[node name="Sprite3D" type="Sprite3D" parent="." unique_id=1668220059]
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transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 0, 0)
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visible = false
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pixel_size = 0.1
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@ -24,17 +24,17 @@ texture_filter = 0
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texture = ExtResource("2_uok2k")
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hframes = 4
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1191207257]
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shape = SubResource("SphereShape3D_itd0i")
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[node name="ActivationSound" type="AudioStreamPlayer3D" parent="."]
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[node name="ActivationSound" type="AudioStreamPlayer3D" parent="." unique_id=1198083209]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.15351868)
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stream = ExtResource("3_pmslt")
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bus = &"Effects"
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[node name="DenySound" type="AudioStreamPlayer3D" parent="."]
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[node name="DenySound" type="AudioStreamPlayer3D" parent="." unique_id=924351038]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.15351868)
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stream = ExtResource("4_4smss")
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bus = &"Effects"
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[node name="blockbench_export2" parent="." instance=ExtResource("5_uhypp")]
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[node name="blockbench_export2" parent="." unique_id=920256639 instance=ExtResource("5_uhypp")]
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File diff suppressed because one or more lines are too long
127
Scripts/Interactables/ShootableSwitch3D.cs
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127
Scripts/Interactables/ShootableSwitch3D.cs
Normal file
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@ -0,0 +1,127 @@
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Interactables;
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/// <summary>
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/// A Switch3D variant that activates when hit by a Bullet3D.
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/// Supports filtering by bullet owner and an optional cooldown between activations.
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/// </summary>
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[Tool]
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public partial class ShootableSwitch3D : Switch3D
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{
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/// <summary>
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/// Which bullet owner can trigger this switch.
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/// None means both Player and Enemy bullets are accepted.
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/// </summary>
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[Export] public BulletOwner ReactsTo { get; set; } = BulletOwner.None;
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/// <summary>
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/// Minimum time in seconds between consecutive activations. 0 disables the cooldown.
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/// </summary>
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[Export] public float CooldownSeconds { get; set; } = 0f;
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/// <summary>
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/// Enable runtime debug logging for this node. Toggle in the editor to diagnose bullet-trigger behavior.
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/// </summary>
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[Export]
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public bool EnableDebugLogs { get; set; } = false;
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private double _cooldownRemaining = 0.0;
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// Track whether we were on cooldown last frame so we don't spam logs every frame.
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private bool _wasOnCooldown = false;
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public override void _Ready()
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{
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base._Ready();
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Log($"_Ready() called (EditorHint={Engine.IsEditorHint()})");
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// Log the initial ActivationType (name + numeric) to make it obvious what value was deserialized.
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Log($"Initial ActivationType={ActivationType} ({(int)ActivationType})");
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if (Engine.IsEditorHint()) return;
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AreaEntered += OnAreaEntered;
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Log("Subscribed to AreaEntered events");
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}
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public override void _Process(double delta)
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{
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if (_cooldownRemaining > 0.0)
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{
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// Log only when cooldown starts/ends to avoid spamming the console every frame.
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if (!_wasOnCooldown)
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{
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Log($"Cooldown started: {_cooldownRemaining:F2}s");
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_wasOnCooldown = true;
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}
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_cooldownRemaining -= delta;
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if (_cooldownRemaining <= 0.0 && _wasOnCooldown)
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{
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Log("Cooldown ended");
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_wasOnCooldown = false;
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}
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}
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}
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private void OnAreaEntered(Area3D area)
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{
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Log($"AreaEntered event received from: {area?.GetType().Name}");
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if (area is not Bullet3D bullet)
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{
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Log("Area is not a Bullet3D - ignoring");
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return;
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}
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Log($"Bullet detected - Enabled={bullet.Enabled}, Owner={bullet.BulletOwner}");
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if (!bullet.Enabled)
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{
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Log("Bullet is disabled - ignoring");
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return;
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}
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// Filter by owner if a specific owner is configured
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if (ReactsTo is not BulletOwner.None && bullet.BulletOwner != ReactsTo)
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{
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Log($"Bullet owner {bullet.BulletOwner} does not match configured ReactsTo={ReactsTo} - ignoring");
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return;
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}
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if (_cooldownRemaining > 0.0)
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{
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Log($"On cooldown ({_cooldownRemaining:F2}s remaining) - ignoring");
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return;
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}
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Log("Requesting bullet collision destruction");
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bullet.RequestCollisionDestruction();
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// Include the numeric value when logging so it's easy to cross-reference serialized files.
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Log($"Activating switch (ActivationType={ActivationType} ({(int)ActivationType}))");
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Activate(ActivationType);
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if (CooldownSeconds > 0f)
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{
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_cooldownRemaining = CooldownSeconds;
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Log($"Cooldown set to {CooldownSeconds:F2}s");
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}
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}
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/// <summary>
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/// Helper to centralize debug printing and include the node name for easier filtering.
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/// Respects the <see cref="EnableDebugLogs"/> toggle.
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/// </summary>
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/// <param name="message">Message to print when logging is enabled.</param>
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private void Log(string message)
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{
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if (!EnableDebugLogs) return;
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GD.Print($"[ShootableSwitch3D:{Name}] {message}");
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}
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}
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1
Scripts/Interactables/ShootableSwitch3D.cs.uid
Normal file
1
Scripts/Interactables/ShootableSwitch3D.cs.uid
Normal file
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@ -0,0 +1 @@
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uid://dlfhqyy3ya8d4
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