Fix for phase switch animation

This commit is contained in:
Marco 2025-02-14 09:33:10 +01:00
commit 95979bd3b8
7 changed files with 21 additions and 14 deletions

View file

@ -259,6 +259,6 @@ WaitForCompletion = true
[resource]
script = ExtResource("1_fdlxv")
PhaseName = "Darkness Sign \"Demarcation\""
Threshold = 850
Threshold = 100
PlayAnimation = true
Patterns = Array[Object]([SubResource("Resource_puvpt"), SubResource("Resource_44j24"), SubResource("Resource_wkxow"), SubResource("Resource_gcqck"), SubResource("Resource_bxbto"), SubResource("Resource_q48s1"), SubResource("Resource_erexw"), SubResource("Resource_mpjrl"), SubResource("Resource_l05f2"), SubResource("Resource_ncfnl"), SubResource("Resource_q7cr0"), SubResource("Resource_vkthc"), SubResource("Resource_8kl6r"), SubResource("Resource_n2gn4"), SubResource("Resource_ha2b6")])

View file

@ -92,6 +92,6 @@ WaitForCompletion = true
[resource]
script = ExtResource("3_o6234")
PhaseName = "Night Sign \"Night Bird\""
Threshold = 900
Threshold = 200
PlayAnimation = true
Patterns = Array[Resource]([SubResource("Resource_upj22"), SubResource("Resource_gm1rv"), SubResource("Resource_5fq8v"), SubResource("Resource_gm1rv"), SubResource("Resource_upj22"), SubResource("Resource_gm1rv"), SubResource("Resource_nl664"), SubResource("Resource_gm1rv")])

View file

@ -40,6 +40,6 @@ WaitForCompletion = false
[resource]
script = ExtResource("1_0cgch")
PhaseName = ""
Threshold = 950
Threshold = 300
PlayAnimation = false
Patterns = Array[Resource]([SubResource("Resource_acaax"), ExtResource("2_7n56o"), ExtResource("3_mwcf3"), SubResource("Resource_o8win"), ExtResource("2_7n56o"), ExtResource("3_mwcf3"), SubResource("Resource_k77ig"), ExtResource("2_7n56o"), ExtResource("3_mwcf3"), SubResource("Resource_5ocg5"), ExtResource("2_7n56o"), ExtResource("3_mwcf3")])

View file

@ -29,10 +29,10 @@ collision_layer = 16
collision_mask = 9
script = ExtResource("1_na4uq")
BossName = "Rumia"
Phases = Array[Resource]([ExtResource("2_eyxw4"), ExtResource("2_1rhf6"), ExtResource("3_j7lbl")])
Phases = Array[Resource]([ExtResource("2_1rhf6"), ExtResource("3_j7lbl"), ExtResource("2_eyxw4")])
BossHudPrefab = ExtResource("4_ehp8q")
_bossPortraitTexture = ExtResource("4_at5iq")
Health = 1000.0
Health = 400.0
metadata/_edit_group_ = true
[node name="Sprite2D" type="Sprite2D" parent="."]

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=54 format=4 uid="uid://bv451a8wgty4u"]
[gd_scene load_steps=51 format=4 uid="uid://bv451a8wgty4u"]
[ext_resource type="Script" path="res://Scripts/GameManager.cs" id="1_8tmoj"]
[ext_resource type="PackedScene" uid="uid://bghghp5ep4w2j" path="res://Scenes/player.tscn" id="2_8mh54"]
@ -41,9 +41,6 @@
[ext_resource type="PackedScene" uid="uid://cmr6fclttrpkb" path="res://Scenes/Items/Ammo1.tscn" id="34_17pjh"]
[ext_resource type="PackedScene" uid="uid://d0yes7huiyisw" path="res://Scenes/Items/Blue_Keycard.tscn" id="35_rblsn"]
[ext_resource type="PackedScene" uid="uid://r25rq6ijgm6m" path="res://Scenes/Items/Green_Keycard.tscn" id="36_f8fh1"]
[ext_resource type="Resource" uid="uid://ks6fypeil6gk" path="res://Resources/BossPhases/TestBoss1.tres" id="39_cfwbr"]
[ext_resource type="Resource" uid="uid://ccj0cqbveey8c" path="res://Resources/BossPhases/Rumia_SP1.tres" id="40_44asd"]
[ext_resource type="Resource" uid="uid://ddb5dqocmk6x7" path="res://Resources/BossPhases/Rumia_NS2.tres" id="41_aqvu2"]
[ext_resource type="PackedScene" uid="uid://fxvlaidieiv7" path="res://Scenes/Interactable/ScriptableAreaTrigger.tscn" id="43_kf3qc"]
[ext_resource type="Script" path="res://Scripts/Resources/Events/MovePlayerEvent.cs" id="44_klwgh"]
[ext_resource type="Script" path="res://Scripts/Resources/Events/ActivateEvent.cs" id="45_emjoj"]
@ -342,7 +339,6 @@ disabled = true
[node name="Rumia" parent="." instance=ExtResource("19_acobs")]
position = Vector2(-1483, -499)
Phases = Array[Resource]([ExtResource("39_cfwbr"), ExtResource("40_44asd"), ExtResource("41_aqvu2")])
[node name="Computer" parent="." node_paths=PackedStringArray("Target") instance=ExtResource("31_243ec")]
position = Vector2(-794, -127)

View file

@ -14,6 +14,7 @@ public partial class Boss : Enemy, IActivable
private int currentPhaseIndex = 0;
private bool _started = false;
private bool _waiting = false;
private GameManager _gameManager;
public GameManager GameManager => _gameManager;
@ -22,7 +23,7 @@ public partial class Boss : Enemy, IActivable
private BossPhase CurrentPhase => Phases[currentPhaseIndex];
private Marker2D _cameraMarker;
[Export]
public Vector2 CameraOffset = Vector2.Zero;
@ -94,6 +95,7 @@ public partial class Boss : Enemy, IActivable
base._Process(delta);
if (!_started) return;
if (_waiting) return;
CurrentPhase.UpdatePhase(delta);
if (_currentHealth <= CurrentPhase.Threshold && currentPhaseIndex + 1 < Phases.Count)
@ -108,6 +110,8 @@ public partial class Boss : Enemy, IActivable
{
if (phase.PlayAnimation)
{
_waiting = true;
_invulnerable = true;
_ = Switchphase(phase);
}
else
@ -138,6 +142,8 @@ public partial class Boss : Enemy, IActivable
{
await PlayAnimation();
_waiting = false;
_invulnerable = false;
phase.Start(this);
}

View file

@ -31,7 +31,9 @@ public partial class Enemy : CharacterBody2D
private bool _isDestroyed = false;
private NavigationAgent2D _navigationAgent;
protected bool _invulnerable = false;
private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
private bool IsPlayerInSight => _playerDetection is not null && _playerDetection.IsPlayerInSight(CollisionMask);
@ -203,7 +205,9 @@ public partial class Enemy : CharacterBody2D
private void _on_damage_hitbox_area_entered(Area2D area)
{
if (area is not Bullet bullet) return;
GD.Print("Enemy Received damage");
if (_invulnerable) return;
if (bullet.BulletInfo.Owner == BulletOwner.Enemy) return;
this.Hit(bullet.Damage);
bullet.QueueFree();
}
@ -225,9 +229,10 @@ public partial class Enemy : CharacterBody2D
public void Hit(float damage)
{
if (_isDestroyed) return;
if (_invulnerable) return;
_currentHealth -= damage;
EmitSignal(nameof(HealthChanged), _currentHealth);
EmitSignal(SignalName.HealthChanged, _currentHealth);
if (!(_currentHealth <= 0)) return;
_isDestroyed = true;
Explode();