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

@ -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);
}