Redesigned bullet emitters

This commit is contained in:
MaddoScientisto 2025-03-14 23:04:59 +01:00
commit 7b24e47739
16 changed files with 306 additions and 28 deletions

View file

@ -0,0 +1,17 @@
using Godot;
using System;
public partial class EmitterActivationStateSprite : Sprite2D
{
public void ChangeState(bool enabled)
{
if (enabled)
{
this.Frame = 1;
}
else
{
this.Frame = 0;
}
}
}

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@ -0,0 +1 @@
uid://701a3no2cu45

View file

@ -19,15 +19,23 @@ public partial class GenericDamageReceiver : Area2D, IHittable
private Node2D _parent;
public bool Enabled { get; private set; } = true;
public override void _Ready()
{
_parent = GetParent<Node2D>();
HealthProvider.FillResource();
HealthProvider.ResourceDepleted += OnDeath;
}
public void ChangeState(bool enabled)
{
Enabled = enabled;
}
private void _on_damage_hitbox_area_entered(Area2D area)
{
if (!Enabled) return;
if (Invulnerable) return;
if (area is not Bullet bullet) return;
@ -46,6 +54,7 @@ public partial class GenericDamageReceiver : Area2D, IHittable
public void Hit(float damage, DamageType damageType = DamageType.Neutral)
{
if (!Enabled) return;
if (Invulnerable) return;
var dmg = DamageResistances.Aggregate(damage, (current, resistance) => current * resistance.CalculateDamage(current, damageType));