Game over and proper acid death

This commit is contained in:
Marco 2025-07-02 15:15:47 +02:00
commit 7d49c5a25e
13 changed files with 925 additions and 784 deletions

View file

@ -102,9 +102,10 @@ public partial class PlayerAnimationProvider3D : Node3D
public void PlayDeathAnimation()
{
this.Visible = false;
// if (_deathParticles is null) return;
// this.CreateSibling<AutodeleteParticle>(_deathParticles, this.GlobalPosition);
// _animatedSprite.Visible = false;
}
public void PlayDrowningAnimation()

View file

@ -1,20 +1,53 @@
using Godot;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Controllers;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class Dead : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Dead;
[Export]
private ActorResourceProvider _motivationProvider;
[Export]
private InputProvider _inputProvider;
[Export]
private ActorResourceProvider _healthProvider;
[Export]
private PlayerAnimationProvider3D _animationProvider;
private bool _isGameOver = false;
public override void EnterState()
{
base.EnterState();
MainObject.Hide();
//MainObject.Hide();
_animationProvider.PlayDeathAnimation();
if (_motivationProvider.CurrentResource < 100f)
{
// If motivation is not enough show game over scene
Hud.Instance.ShowGameOver();
_isGameOver = true;
}
else
{
// Else show respawn notification
Hud.Instance.ShowTerminated();
_isGameOver = false;
}
}
public override void ExitState()
{
base.ExitState();
Hud.Instance.HideTerminated();
}
public override void PhysicsProcessState(double delta)
@ -25,5 +58,34 @@ public partial class Dead : BaseState<PlayerState, CharacterBody3D>
public override void ProcessState(double delta)
{
base.ProcessState(delta);
if (_inputProvider.GetShootJustPressed())
{
if (_isGameOver)
{
// Restart Level
GlobalState.Instance.RestartLevel();
}
else
{
Respawn();
}
}
}
public void Respawn()
{
MainObject.GlobalPosition = GameController.Instance.LastCheckPointPosition;
_healthProvider.FillResource();
PoolingManager.Instance.ClearBullets();
_motivationProvider.CurrentResource -= 100f;
if (_motivationProvider.CurrentResource <= 1f)
{
_motivationProvider.CurrentResource = 1f;
}
ChangeState(PlayerState.Active);
}
}

View file

@ -0,0 +1,30 @@
using Cirno.Scripts.Components.Actors._3D;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class Drowning : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Drowning;
[Export]
private PlayerAnimationProvider3D _animationProvider;
public override void EnterState()
{
_animationProvider.PlayDrowningAnimation();
// Wait for animation to be over and switch to death
_animationProvider.OnAnimationEnded += AnimationProviderOnOnAnimationEnded;
}
private void AnimationProviderOnOnAnimationEnded(StringName animationName)
{
if (animationName != _animationProvider.DrowningAnimationName) return;
_animationProvider.OnAnimationEnded -= AnimationProviderOnOnAnimationEnded;
StateMachine.SetState(PlayerState.Dead);
}
}

View file

@ -0,0 +1 @@
uid://bwdmhpotan5ai