Destructible triggers

This commit is contained in:
Marco 2025-07-04 10:31:23 +02:00
commit 7aee230b3c
56 changed files with 1457 additions and 1106 deletions

View file

@ -1,4 +1,5 @@
using System.Linq;
using System;
using System.Linq;
using Cirno.Scripts.Controllers;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Utils;
@ -8,6 +9,7 @@ using Godot.Collections;
namespace Cirno.Scripts.Actors;
[Tool]
public partial class Destructible3D : StaticBody3D, IDestructible
{
[Export] public bool Indestructible { get; private set; }
@ -26,6 +28,7 @@ public partial class Destructible3D : StaticBody3D, IDestructible
public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
[Export]
public Node Target { get; private set;}
[Export] public string TargetGroup { get; private set; }
[Signal]
public delegate void ExplodedEventHandler();
@ -39,6 +42,19 @@ public partial class Destructible3D : StaticBody3D, IDestructible
_currentHealth = Health;
}
public void _func_godot_apply_properties(Dictionary<string, string> props)
{
TargetGroup = props["target"];
if (props.TryGetValue("activationtype", out var type))
{
var t = Enum.TryParse(type, true, out ActivationType activationType);
if (t)
{
ActivationType = activationType;
}
}
}
private void Explode()
{
//ApplyExplosionDamage();
@ -60,6 +76,11 @@ public partial class Destructible3D : StaticBody3D, IDestructible
{
node.Activate(ActivationType);
}
if (!string.IsNullOrWhiteSpace(TargetGroup))
{
ActivationHelper.UseTargets(this, TargetGroup, ActivationType);
}
}
private void CreateExplosion()