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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Damage actor handler
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parent
335f4d5430
commit
4fd31d7988
7 changed files with 100 additions and 4 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=14 format=3 uid="uid://bc054js8ep2b"]
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[gd_scene load_steps=16 format=3 uid="uid://bc054js8ep2b"]
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[ext_resource type="Script" path="res://Scripts/Components/Actors/Actor.cs" id="1_ugrra"]
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[ext_resource type="SpriteFrames" uid="uid://ch2ll1on8im2p" path="res://Resources/Sprites/FairyGuard.tres" id="2_i2plx"]
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@ -11,6 +11,7 @@
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[ext_resource type="Script" path="res://Scripts/Components/Actors/ActorResourceProvider.cs" id="9_fyr27"]
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[ext_resource type="PackedScene" uid="uid://cj63k0dmk7tl1" path="res://Scenes/Weapons/enemy_weapon_base.tscn" id="10_yktta"]
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[ext_resource type="Resource" uid="uid://cdfmedtgp2rcn" path="res://Resources/Weapons/EnemyWeapon.tres" id="11_kuimj"]
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[ext_resource type="Script" path="res://Scripts/Components/Actors/DamageReceiverActorModule.cs" id="12_fu5g7"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_2b36v"]
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radius = 5.0
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@ -18,6 +19,9 @@ radius = 5.0
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[sub_resource type="CircleShape2D" id="CircleShape2D_sthwe"]
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radius = 85.0529
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[sub_resource type="CircleShape2D" id="CircleShape2D_0tkae"]
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radius = 5.09902
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[node name="ActorEnemyTest" type="CharacterBody2D"]
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collision_layer = 16
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collision_mask = 113
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@ -71,10 +75,24 @@ debug_path_custom_color = Color(1, 0, 0, 1)
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[node name="HealthProvider" type="Node2D" parent="."]
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script = ExtResource("9_fyr27")
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ResourceName = "Health"
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MaxResource = 4.0
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[node name="EnemyWeapon" parent="." instance=ExtResource("10_yktta")]
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WeaponData = ExtResource("11_kuimj")
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[node name="DamageReceiver" type="Node2D" parent="." node_paths=PackedStringArray("HealthProvider")]
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script = ExtResource("12_fu5g7")
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HealthProvider = NodePath("../HealthProvider")
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BulletGroup = 2
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[node name="Area2D" type="Area2D" parent="DamageReceiver"]
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collision_layer = 16
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collision_mask = 8
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageReceiver/Area2D"]
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shape = SubResource("CircleShape2D_0tkae")
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[connection signal="area_entered" from="PlayerDetection" to="PlayerDetection" method="_on_area_entered"]
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[connection signal="area_exited" from="PlayerDetection" to="PlayerDetection" method="_on_area_exited"]
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[connection signal="velocity_computed" from="NavigationAgent2D" to="NavigationMovementProvider" method="_on_navigation_agent_2d_velocity_computed"]
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[connection signal="area_entered" from="DamageReceiver/Area2D" to="DamageReceiver" method="_on_damage_hitbox_area_entered"]
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@ -15,6 +15,8 @@ public partial class Actor : CharacterBody2D
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private GameManager _gameManager;
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private List<ActorModule> _modules = new();
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public bool IsDestroyed { get; set; }
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public override void _Ready()
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{
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@ -16,6 +16,8 @@ public partial class ActorFreeMovement : MovementHandler
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get => _parent.MovementDirection;
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set => _parent.MovementDirection = value;
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}
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public bool IsDestroyed => _parent.IsDestroyed;
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public override void Init(Actor parent)
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{
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@ -32,6 +34,8 @@ public partial class ActorFreeMovement : MovementHandler
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public override void PhysicsUpdate(double delta)
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{
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if (IsDestroyed) return;
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MovementDirection = AggregateInputProviders().Normalized();
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var aimingDirection = GetAimingDirection().Normalized();
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@ -10,6 +10,8 @@ public partial class AnimationHandler : ActorModule
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protected Actor _parent;
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public bool IsDestroyed => _parent.IsDestroyed;
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public override void Init(Actor parent)
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{
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_parent = parent;
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@ -25,6 +27,8 @@ public partial class AnimationHandler : ActorModule
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public override void Update(double delta)
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{
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if (IsDestroyed) return;
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var direction = _parent.FacingDirection; //GetSnappedDirection();
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if (_parent.Velocity.Length() > 0)
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@ -38,7 +42,6 @@ public partial class AnimationHandler : ActorModule
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_animatedSprite.Play("walk_" + DirectionToString(direction));
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_animatedSprite.SpeedScale = 0;
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}
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}
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public override void PhysicsUpdate(double delta)
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66
Scripts/Components/Actors/DamageReceiverActorModule.cs
Normal file
66
Scripts/Components/Actors/DamageReceiverActorModule.cs
Normal file
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@ -0,0 +1,66 @@
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class DamageReceiverActorModule : ActorModule
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{
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protected Actor _actor;
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[Export]
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public ActorResourceProvider HealthProvider { get; private set; }
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[Export]
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public bool Invulnerable { get; private set; } = false;
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[Export] protected BulletOwner BulletGroup { get; set; } = BulletOwner.None;
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public override void Init(Actor actor)
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{
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_actor = actor;
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HealthProvider.ResourceDepleted += OnDeath;
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}
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public override void Update(double delta)
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{
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}
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public override void PhysicsUpdate(double delta)
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{
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}
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private void _on_damage_hitbox_area_entered(Area2D area)
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{
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if (_actor.IsDestroyed) return;
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if (Invulnerable) return;
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if (area is not Bullet bullet) return;
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if (BulletGroup is BulletOwner.None)
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{
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this.Hit(bullet.Damage);
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bullet.RequestCollisionDestruction();
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return;
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}
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if (bullet.BulletInfo.Owner == BulletGroup) return;
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this.Hit(bullet.Damage);
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bullet.RequestCollisionDestruction();
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}
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public void Hit(float damage, DamageType damageType = DamageType.Neutral)
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{
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if (_actor.IsDestroyed) return;
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if (Invulnerable) return;
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HealthProvider.CurrentResource -= damage;
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}
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protected void OnDeath()
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{
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_actor.IsDestroyed = true;
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GD.Print("Actor dead");
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}
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}
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@ -19,6 +19,8 @@ public partial class EnemyNavigationMovement : MovementHandler
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set => _parent.MovementDirection = value;
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}
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public bool IsDestroyed => _parent.IsDestroyed;
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[Export] private bool _navigationEnabled = false;
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[Export] public float AlarmReactRange = 200f;
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@ -83,6 +85,7 @@ public partial class EnemyNavigationMovement : MovementHandler
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public override void PhysicsUpdate(double delta)
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{
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if (IsDestroyed) return;
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if (_actorAi.Ai is not AiState.Enabled)
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return;
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@ -149,7 +152,6 @@ public partial class EnemyNavigationMovement : MovementHandler
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Shoot();
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}
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}
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break;
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}
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}
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@ -4,7 +4,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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{
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private ActorAi _actorAi;
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public bool IsDestroyed => _parent.IsDestroyed;
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// State accessor
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public override void Init(Actor parent)
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@ -16,6 +16,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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public override void PhysicsUpdate(double delta)
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{
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if (IsDestroyed) return;
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if (_actorAi.Ai is AiState.Controlled)
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base.PhysicsUpdate(delta);
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}
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