mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:45:33 +00:00
Shootable switches react to shots
This commit is contained in:
parent
f58b9646df
commit
35275f9048
5 changed files with 523 additions and 390 deletions
127
Scripts/Interactables/ShootableSwitch3D.cs
Normal file
127
Scripts/Interactables/ShootableSwitch3D.cs
Normal file
|
|
@ -0,0 +1,127 @@
|
|||
using Cirno.Scripts.Weapons;
|
||||
using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Interactables;
|
||||
|
||||
/// <summary>
|
||||
/// A Switch3D variant that activates when hit by a Bullet3D.
|
||||
/// Supports filtering by bullet owner and an optional cooldown between activations.
|
||||
/// </summary>
|
||||
[Tool]
|
||||
public partial class ShootableSwitch3D : Switch3D
|
||||
{
|
||||
/// <summary>
|
||||
/// Which bullet owner can trigger this switch.
|
||||
/// None means both Player and Enemy bullets are accepted.
|
||||
/// </summary>
|
||||
[Export] public BulletOwner ReactsTo { get; set; } = BulletOwner.None;
|
||||
|
||||
/// <summary>
|
||||
/// Minimum time in seconds between consecutive activations. 0 disables the cooldown.
|
||||
/// </summary>
|
||||
[Export] public float CooldownSeconds { get; set; } = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// Enable runtime debug logging for this node. Toggle in the editor to diagnose bullet-trigger behavior.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public bool EnableDebugLogs { get; set; } = false;
|
||||
|
||||
private double _cooldownRemaining = 0.0;
|
||||
|
||||
// Track whether we were on cooldown last frame so we don't spam logs every frame.
|
||||
private bool _wasOnCooldown = false;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
base._Ready();
|
||||
|
||||
Log($"_Ready() called (EditorHint={Engine.IsEditorHint()})");
|
||||
|
||||
// Log the initial ActivationType (name + numeric) to make it obvious what value was deserialized.
|
||||
Log($"Initial ActivationType={ActivationType} ({(int)ActivationType})");
|
||||
|
||||
if (Engine.IsEditorHint()) return;
|
||||
|
||||
AreaEntered += OnAreaEntered;
|
||||
|
||||
Log("Subscribed to AreaEntered events");
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (_cooldownRemaining > 0.0)
|
||||
{
|
||||
// Log only when cooldown starts/ends to avoid spamming the console every frame.
|
||||
if (!_wasOnCooldown)
|
||||
{
|
||||
Log($"Cooldown started: {_cooldownRemaining:F2}s");
|
||||
_wasOnCooldown = true;
|
||||
}
|
||||
|
||||
_cooldownRemaining -= delta;
|
||||
|
||||
if (_cooldownRemaining <= 0.0 && _wasOnCooldown)
|
||||
{
|
||||
Log("Cooldown ended");
|
||||
_wasOnCooldown = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAreaEntered(Area3D area)
|
||||
{
|
||||
Log($"AreaEntered event received from: {area?.GetType().Name}");
|
||||
|
||||
if (area is not Bullet3D bullet)
|
||||
{
|
||||
Log("Area is not a Bullet3D - ignoring");
|
||||
return;
|
||||
}
|
||||
|
||||
Log($"Bullet detected - Enabled={bullet.Enabled}, Owner={bullet.BulletOwner}");
|
||||
|
||||
if (!bullet.Enabled)
|
||||
{
|
||||
Log("Bullet is disabled - ignoring");
|
||||
return;
|
||||
}
|
||||
|
||||
// Filter by owner if a specific owner is configured
|
||||
if (ReactsTo is not BulletOwner.None && bullet.BulletOwner != ReactsTo)
|
||||
{
|
||||
Log($"Bullet owner {bullet.BulletOwner} does not match configured ReactsTo={ReactsTo} - ignoring");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_cooldownRemaining > 0.0)
|
||||
{
|
||||
Log($"On cooldown ({_cooldownRemaining:F2}s remaining) - ignoring");
|
||||
return;
|
||||
}
|
||||
|
||||
Log("Requesting bullet collision destruction");
|
||||
bullet.RequestCollisionDestruction();
|
||||
|
||||
// Include the numeric value when logging so it's easy to cross-reference serialized files.
|
||||
Log($"Activating switch (ActivationType={ActivationType} ({(int)ActivationType}))");
|
||||
Activate(ActivationType);
|
||||
|
||||
if (CooldownSeconds > 0f)
|
||||
{
|
||||
_cooldownRemaining = CooldownSeconds;
|
||||
Log($"Cooldown set to {CooldownSeconds:F2}s");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Helper to centralize debug printing and include the node name for easier filtering.
|
||||
/// Respects the <see cref="EnableDebugLogs"/> toggle.
|
||||
/// </summary>
|
||||
/// <param name="message">Message to print when logging is enabled.</param>
|
||||
private void Log(string message)
|
||||
{
|
||||
if (!EnableDebugLogs) return;
|
||||
GD.Print($"[ShootableSwitch3D:{Name}] {message}");
|
||||
}
|
||||
}
|
||||
1
Scripts/Interactables/ShootableSwitch3D.cs.uid
Normal file
1
Scripts/Interactables/ShootableSwitch3D.cs.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://dlfhqyy3ya8d4
|
||||
Loading…
Add table
Add a link
Reference in a new issue