Activable spawners

This commit is contained in:
Marco 2025-09-22 18:19:40 +02:00
commit 467fb5be9d
10 changed files with 427 additions and 397 deletions

View file

@ -62,10 +62,10 @@ public partial class ForceField3D : AnimatableBody3D, IActivable
this.Activate();
}
public void _func_godot_apply_properties(Dictionary props)
public void _func_godot_apply_properties(Dictionary<string, Variant> props)
{
TargetName = (string)props["targetname"];
StartActive = (bool)props["startenabled"];
TargetName = props["targetname"].AsStringName();
StartActive = props["startenabled"].AsBool();
}
public override void _Ready()

View file

@ -53,6 +53,8 @@ public partial class EnemyMarker3D : PreviewMarker3D, IActivable
private EnemyProxy3D _spawnedEnemy;
[Export] public StringName TargetName { get; set; }
public void _func_godot_apply_properties(Dictionary<string, Variant> props)
{
//GroupName = (string)props["targetname"];
@ -69,6 +71,8 @@ public partial class EnemyMarker3D : PreviewMarker3D, IActivable
GD.PushWarning($"Spawner {this.Name} has no enemy assigned");
}
TargetName = props["targetname"].AsStringName();
Billboard = true;
//MarkerId = props["id"].AsInt32();
}
@ -77,6 +81,11 @@ public partial class EnemyMarker3D : PreviewMarker3D, IActivable
{
base._Ready();
if (!string.IsNullOrWhiteSpace(TargetName))
{
this.AddToGroup(TargetName);
}
if (AutoSpawn)
{
Spawn(false);

View file

@ -42,6 +42,11 @@ public partial class ScriptableBulletsEmitter3D : Destructible3D, IActivable, IS
public override void _Ready()
{
if (Engine.IsEditorHint()) return;
if (Script is null)
{
GD.PushWarning($"Emitter {Name} has no script assigned");
return;
}
//_scriptInstance = Script.Duplicate(true) as BulletScript;
if (!string.IsNullOrWhiteSpace(ActivationGroup))

View file

@ -23,7 +23,7 @@ public partial class Idle : EnemyStateBase3D
// player detection
// damage receiver will be a module
GD.Print("Entered Idle");
//GD.Print("Entered Idle");
_ = DelayStart();
}

View file

@ -29,7 +29,7 @@ public partial class Idle : EnemyStateBase3D
// player detection
// damage receiver will be a module
GD.Print("Entered Idle");
//GD.Print("Entered Idle");
}
public override void ExitState()
@ -60,7 +60,7 @@ public partial class Idle : EnemyStateBase3D
private void PlayerDetectionOnPlayerInRange()
{
_isPlayerInRange = true;
GD.Print("Player In Range");
//GD.Print("Player In Range");
}
private void PlayerDetectionOnPlayerOutOfRange()

View file

@ -27,7 +27,7 @@ public partial class Shooting : EnemyStateBase3D
{
base.EnterState();
GD.Print("Entering Shooting");
//GD.Print("Entering Shooting");
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;

View file

@ -78,7 +78,7 @@ public partial class Idle : EnemyStateBase
private void PlayerDetectionOnPlayerInRange()
{
_isPlayerInRange = true;
GD.Print("Player In Range");
//GD.Print("Player In Range");
}
public override void PhysicsProcessState(double delta)