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Chain activables
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5 changed files with 144 additions and 32 deletions
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32
Scripts/Activables/ChainActivable.cs
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32
Scripts/Activables/ChainActivable.cs
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Activables;
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public partial class ChainActivable : Activable
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{
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[Export] private Array<Node2D> _targets;
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protected void ActivateTargets()
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{
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foreach (var activationTarget in _targets)
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{
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ActivateTarget(activationTarget);
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}
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}
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private bool ActivateTarget(Node2D activationTarget)
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{
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if (activationTarget is not IActivable target)
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{
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GD.PrintErr($"Target {activationTarget.Name} is not activable");
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return false;
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}
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target?.Activate();
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GD.Print($"{activationTarget.Name} activated");
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return true;
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}
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}
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@ -3,12 +3,12 @@ using Godot.Collections;
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namespace Cirno.Scripts.Activables;
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public partial class DialogueStarter : Activable
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public partial class DialogueStarter : ChainActivable
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{
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[Export] private string _trackName = "timeline";
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[Export] private Array<Node2D> _dialogueEndActivationTargets;
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//[Export] private Array<Node2D> _dialogueEndActivationTargets;
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private Node _dialogic;
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@ -50,24 +50,25 @@ public partial class DialogueStarter : Activable
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private void DialogueEndAction()
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{
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_gameManager.ChangeState(GameState.Playing);
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foreach (var activationTarget in _dialogueEndActivationTargets)
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{
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ActivateTarget(activationTarget);
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}
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ActivateTargets();
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// foreach (var activationTarget in _dialogueEndActivationTargets)
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// {
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// ActivateTarget(activationTarget);
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// }
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}
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private bool ActivateTarget(Node2D activationTarget)
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{
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if (activationTarget is not IActivable target)
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{
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GD.PrintErr($"Target {activationTarget.Name} is not activable");
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return false;
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}
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target?.Activate();
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GD.Print($"{activationTarget.Name} activated");
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return true;
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}
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// private bool ActivateTarget(Node2D activationTarget)
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// {
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// if (activationTarget is not IActivable target)
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// {
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// GD.PrintErr($"Target {activationTarget.Name} is not activable");
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// return false;
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// }
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//
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// target?.Activate();
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//
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// GD.Print($"{activationTarget.Name} activated");
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//
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// return true;
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// }
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}
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55
Scripts/Activables/PlayerMover.cs
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55
Scripts/Activables/PlayerMover.cs
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@ -0,0 +1,55 @@
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using System.Threading.Tasks;
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using Godot;
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namespace Cirno.Scripts.Activables;
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public partial class PlayerMover : ChainActivable
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{
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private GameManager _gameManager;
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[Export]
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public Vector2 RelativeTargetPosition = Vector2.Zero;
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[Export]
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public float MovementTime = 1f;
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[Export]
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public Tween.EaseType EaseType = Tween.EaseType.InOut;
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[Export]
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public Tween.TransitionType TransitionType = Tween.TransitionType.Linear;
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public override void _Ready()
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{
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base._Ready();
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_gameManager = this.GetGameManager();
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}
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public override void Activate(ActivationType activationType = ActivationType.Toggle)
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{
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if (_gameManager.Player is null) return;
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_ = MovePlayer();
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}
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private async Task MovePlayer()
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{
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_gameManager.Player.RequestMovementDisable(true);
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Tween tween = GetTree().CreateTween();
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tween.SetEase(EaseType);
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tween.SetTrans(TransitionType);
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tween.TweenProperty(_gameManager.Player, "global_position", _gameManager.Player.GlobalPosition + RelativeTargetPosition, MovementTime);
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// Wait for the tween to finish
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await ToSignal(tween, "finished");
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_gameManager.Player.RequestMovementDisable(false);
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ActivateTargets();
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}
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}
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