Damage actor handler

This commit is contained in:
Marco 2025-02-23 18:08:57 +01:00
commit 4fd31d7988
7 changed files with 100 additions and 4 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=14 format=3 uid="uid://bc054js8ep2b"]
[gd_scene load_steps=16 format=3 uid="uid://bc054js8ep2b"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/Actor.cs" id="1_ugrra"]
[ext_resource type="SpriteFrames" uid="uid://ch2ll1on8im2p" path="res://Resources/Sprites/FairyGuard.tres" id="2_i2plx"]
@ -11,6 +11,7 @@
[ext_resource type="Script" path="res://Scripts/Components/Actors/ActorResourceProvider.cs" id="9_fyr27"]
[ext_resource type="PackedScene" uid="uid://cj63k0dmk7tl1" path="res://Scenes/Weapons/enemy_weapon_base.tscn" id="10_yktta"]
[ext_resource type="Resource" uid="uid://cdfmedtgp2rcn" path="res://Resources/Weapons/EnemyWeapon.tres" id="11_kuimj"]
[ext_resource type="Script" path="res://Scripts/Components/Actors/DamageReceiverActorModule.cs" id="12_fu5g7"]
[sub_resource type="CircleShape2D" id="CircleShape2D_2b36v"]
radius = 5.0
@ -18,6 +19,9 @@ 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="ActorEnemyTest" type="CharacterBody2D"]
collision_layer = 16
collision_mask = 113
@ -71,10 +75,24 @@ debug_path_custom_color = Color(1, 0, 0, 1)
[node name="HealthProvider" type="Node2D" parent="."]
script = ExtResource("9_fyr27")
ResourceName = "Health"
MaxResource = 4.0
[node name="EnemyWeapon" parent="." instance=ExtResource("10_yktta")]
WeaponData = ExtResource("11_kuimj")
[node name="DamageReceiver" type="Node2D" parent="." node_paths=PackedStringArray("HealthProvider")]
script = ExtResource("12_fu5g7")
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")
[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"]

View file

@ -15,6 +15,8 @@ public partial class Actor : CharacterBody2D
private GameManager _gameManager;
private List<ActorModule> _modules = new();
public bool IsDestroyed { get; set; }
public override void _Ready()
{

View file

@ -16,6 +16,8 @@ public partial class ActorFreeMovement : MovementHandler
get => _parent.MovementDirection;
set => _parent.MovementDirection = value;
}
public bool IsDestroyed => _parent.IsDestroyed;
public override void Init(Actor parent)
{
@ -32,6 +34,8 @@ public partial class ActorFreeMovement : MovementHandler
public override void PhysicsUpdate(double delta)
{
if (IsDestroyed) return;
MovementDirection = AggregateInputProviders().Normalized();
var aimingDirection = GetAimingDirection().Normalized();

View file

@ -10,6 +10,8 @@ public partial class AnimationHandler : ActorModule
protected Actor _parent;
public bool IsDestroyed => _parent.IsDestroyed;
public override void Init(Actor parent)
{
_parent = parent;
@ -25,6 +27,8 @@ public partial class AnimationHandler : ActorModule
public override void Update(double delta)
{
if (IsDestroyed) return;
var direction = _parent.FacingDirection; //GetSnappedDirection();
if (_parent.Velocity.Length() > 0)
@ -38,7 +42,6 @@ public partial class AnimationHandler : ActorModule
_animatedSprite.Play("walk_" + DirectionToString(direction));
_animatedSprite.SpeedScale = 0;
}
}
public override void PhysicsUpdate(double delta)

View file

@ -0,0 +1,66 @@
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class DamageReceiverActorModule : ActorModule
{
protected Actor _actor;
[Export]
public ActorResourceProvider HealthProvider { get; private set; }
[Export]
public bool Invulnerable { get; private set; } = false;
[Export] protected BulletOwner BulletGroup { get; set; } = BulletOwner.None;
public override void Init(Actor actor)
{
_actor = actor;
HealthProvider.ResourceDepleted += OnDeath;
}
public override void Update(double delta)
{
}
public override void PhysicsUpdate(double delta)
{
}
private void _on_damage_hitbox_area_entered(Area2D area)
{
if (_actor.IsDestroyed) return;
if (Invulnerable) return;
if (area is not Bullet bullet) return;
if (BulletGroup is BulletOwner.None)
{
this.Hit(bullet.Damage);
bullet.RequestCollisionDestruction();
return;
}
if (bullet.BulletInfo.Owner == BulletGroup) return;
this.Hit(bullet.Damage);
bullet.RequestCollisionDestruction();
}
public void Hit(float damage, DamageType damageType = DamageType.Neutral)
{
if (_actor.IsDestroyed) return;
if (Invulnerable) return;
HealthProvider.CurrentResource -= damage;
}
protected void OnDeath()
{
_actor.IsDestroyed = true;
GD.Print("Actor dead");
}
}

View file

@ -19,6 +19,8 @@ public partial class EnemyNavigationMovement : MovementHandler
set => _parent.MovementDirection = value;
}
public bool IsDestroyed => _parent.IsDestroyed;
[Export] private bool _navigationEnabled = false;
[Export] public float AlarmReactRange = 200f;
@ -83,6 +85,7 @@ public partial class EnemyNavigationMovement : MovementHandler
public override void PhysicsUpdate(double delta)
{
if (IsDestroyed) return;
if (_actorAi.Ai is not AiState.Enabled)
return;
@ -149,7 +152,6 @@ public partial class EnemyNavigationMovement : MovementHandler
Shoot();
}
}
break;
}
}

View file

@ -4,7 +4,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
public bool IsDestroyed => _parent.IsDestroyed;
// State accessor
public override void Init(Actor parent)
@ -16,6 +16,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
public override void PhysicsUpdate(double delta)
{
if (IsDestroyed) return;
if (_actorAi.Ai is AiState.Controlled)
base.PhysicsUpdate(delta);
}