Drown animation

This commit is contained in:
Marco 2025-03-11 17:58:46 +01:00
commit aa2de85f9a
16 changed files with 264 additions and 14 deletions

View file

@ -24,6 +24,9 @@ public partial class PlayerAnimationProvider : Node2D
public StringName WalkDownAnimationName {get; private set;} = "walk_down";
[Export]
public StringName WalkUpAnimationName {get; private set;} = "walk_up";
[Export]
public StringName DrowningAnimationName {get; private set;} = "Drowning";
[ExportCategory("Shaders")]
[Export] public ShaderMaterial BlinkMaterial {get; private set;}
@ -33,6 +36,13 @@ public partial class PlayerAnimationProvider : Node2D
[Export] public StringName ScanlineDensityPropertyName { get; private set; } = new("scanline_density");
private GTween _blinkTween;
[Signal] public delegate void OnAnimationEndedEventHandler(StringName animationName);
public override void _Ready()
{
_animatedSprite.AnimationFinished += () => EmitSignal(SignalName.OnAnimationEnded, _animatedSprite.Animation);
}
public void ShowSprite()
{
@ -142,6 +152,13 @@ public partial class PlayerAnimationProvider : Node2D
this.CreateSibling<AutodeleteParticle>(_deathParticles, this.GlobalPosition);
_animatedSprite.Visible = false;
}
public void PlayDrowningAnimation()
{
_animatedSprite.Visible = true;
_animatedSprite.Play(DrowningAnimationName);
_animatedSprite.SpeedScale = 1;
}
public void PlayShieldAnimation()
{

View file

@ -1,4 +1,5 @@
using System;
using Cirno.Scripts.Components.FSM;
using Godot;
namespace Cirno.Scripts.Components.Actors;
@ -42,9 +43,13 @@ public partial class PlayerDamageReceiver : Area2D
get => _shieldProvider.CurrentResource;
set => _shieldProvider.CurrentResource = value;
}
private IStateMachine<PlayerState, CharacterBody2D> _stateMachine;
public void Init()
public void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
_stateMachine = machine;
Invulnerable = GlobalState.Instance.SessionSettings.GodMode;
_healthProvider.ResourceChanged += ((value, maxValue) =>
@ -107,7 +112,8 @@ public partial class PlayerDamageReceiver : Area2D
{
if (!Enabled) return;
GD.Print("Acid death");
_healthProvider.CurrentResource = 0;
_stateMachine.SetState(PlayerState.Drowning);
//_healthProvider.CurrentResource = 0;
}
public void Hit(float damage, DamageType type = DamageType.Neutral)

View file

@ -64,7 +64,7 @@ public partial class Active : PlayerStateBase
//_hud.UpdateShield(value, maxValue);
};
_damageReceiver.Init();
_damageReceiver.Init(StateMachine);
_damageReceiver.RefillHealth();
_damageReceiver.RefillShield();

View file

@ -0,0 +1,31 @@
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class Drowning : PlayerStateBase
{
public override PlayerState StateId => PlayerState.Drowning;
[Export]
private PlayerAnimationProvider _animationProvider;
public override void EnterState()
{
_animationProvider.PlayDrowningAnimation();
_animationProvider.OnAnimationEnded += AnimationProviderOnOnAnimationEnded;
// Wait for animation over and switch to death
}
private void AnimationProviderOnOnAnimationEnded(StringName animationName)
{
if (animationName != _animationProvider.DrowningAnimationName) return;
_animationProvider.OnAnimationEnded -= AnimationProviderOnOnAnimationEnded;
StateMachine.SetState(PlayerState.Dead);
}
}

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@ -0,0 +1 @@
uid://bgve2lktony00