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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Simplified actor modules
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parent
28671c098b
commit
a7f4f4eb28
8 changed files with 57 additions and 34 deletions
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@ -14,40 +14,35 @@ public partial class Actor : CharacterBody2D
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private GameManager _gameManager;
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private List<MovementHandler> _movementHandlers = new();
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private List<AnimationHandler> _animationHandlers = new();
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private List<ActorModule> _modules = new();
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public override void _Ready()
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{
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_gameManager = this.GetGameManager();
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var children = GetChildren();
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foreach (var child in children) {
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if (child is MovementHandler movementHandler)
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{
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_movementHandlers.Add(movementHandler);
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movementHandler.Init(this);
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}
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else if (child is AnimationHandler animationHandler)
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{
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_animationHandlers.Add(animationHandler);
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animationHandler.Init(this);
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}
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foreach (var child in children)
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{
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if (child is not ActorModule actorModule) continue;
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_modules.Add(actorModule);
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actorModule.Init(this);
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}
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}
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public override void _PhysicsProcess(double delta)
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public override void _Process(double delta)
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{
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foreach (var handler in _movementHandlers)
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{
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handler.Move(delta);
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}
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foreach (var handler in _animationHandlers)
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foreach (var handler in _modules)
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{
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handler.Update(delta);
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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foreach (var handler in _modules)
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{
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handler.PhysicsUpdate(delta);
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}
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}
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}
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@ -25,7 +25,12 @@ public partial class ActorFreeMovement : MovementHandler
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FacingDirection = Vector2.Down;
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}
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public override void Move(double delta)
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public override void Update(double delta)
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{
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}
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public override void PhysicsUpdate(double delta)
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{
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MovementDirection = AggregateInputProviders().Normalized();
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10
Scripts/Components/Actors/ActorModule.cs
Normal file
10
Scripts/Components/Actors/ActorModule.cs
Normal file
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@ -0,0 +1,10 @@
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public abstract partial class ActorModule : Node2D
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{
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public abstract void Init(Actor actor);
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public abstract void Update(double delta);
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public abstract void PhysicsUpdate(double delta);
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}
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@ -34,8 +34,13 @@ public partial class ActorTankMovement : MovementHandler
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MovementDirection = Vector2.Zero;
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FacingDirection = Vector2.Down;
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}
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public override void Move(double delta)
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public override void Update(double delta)
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{
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}
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public override void PhysicsUpdate(double delta)
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{
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var inputDirection = AggregateInputProviders();
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@ -3,14 +3,14 @@ using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class AnimationHandler : Node2D
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public partial class AnimationHandler : ActorModule
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{
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[Export]
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public AnimatedSprite2D _animatedSprite { get; protected set; }
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protected Actor _parent;
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public virtual void Init(Actor parent)
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public override void Init(Actor parent)
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{
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_parent = parent;
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@ -23,7 +23,7 @@ public partial class AnimationHandler : Node2D
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// }
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}
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public virtual void Update(double delta)
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public override void Update(double delta)
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{
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var direction = _parent.FacingDirection; //GetSnappedDirection();
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@ -41,7 +41,12 @@ public partial class AnimationHandler : Node2D
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}
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}
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public override void PhysicsUpdate(double delta)
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{
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}
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private string DirectionToString(Vector2 direction)
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{
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var angle = Mathf.RadToDeg(direction.Angle());
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@ -64,6 +64,11 @@ public partial class EnemyNavigationMovement : MovementHandler
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}
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}
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public override void Update(double delta)
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{
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}
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private void AlarmManagerOnAlarmEnabled(Vector2 location)
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{
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if (NavigationEnabled && location.DistanceTo(this.GlobalPosition) <= AlarmReactRange)
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@ -74,7 +79,7 @@ public partial class EnemyNavigationMovement : MovementHandler
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}
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}
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public override void Move(double delta)
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public override void PhysicsUpdate(double delta)
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{
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if (_actorAi.Ai is not AiState.Enabled)
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return;
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@ -14,10 +14,10 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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_actorAi = parent.GetNode<ActorAi>("ActorAi");
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}
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public override void Move(double delta)
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public override void PhysicsUpdate(double delta)
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{
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if (_actorAi.Ai is AiState.Controlled)
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base.Move(delta);
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base.PhysicsUpdate(delta);
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}
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}
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@ -3,7 +3,7 @@ using System.Linq;
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using Cirno.Scripts.Components.Actors;
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using Godot;
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public abstract partial class MovementHandler : Node2D
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public abstract partial class MovementHandler : ActorModule
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{
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protected Actor _parent;
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@ -13,7 +13,7 @@ public abstract partial class MovementHandler : Node2D
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protected readonly List<InputProvider> _inputProviders = new();
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public virtual void Init(Actor parent)
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public override void Init(Actor parent)
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{
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_parent = parent;
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@ -41,6 +41,4 @@ public abstract partial class MovementHandler : Node2D
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return _inputProviders.Aggregate(false, (current, inputProvider) => current && inputProvider.GetStrafing());
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}
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public abstract void Move(double delta);
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}
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