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Drown animation
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be88896252
commit
aa2de85f9a
16 changed files with 264 additions and 14 deletions
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@ -24,6 +24,9 @@ public partial class PlayerAnimationProvider : Node2D
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public StringName WalkDownAnimationName {get; private set;} = "walk_down";
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[Export]
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public StringName WalkUpAnimationName {get; private set;} = "walk_up";
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[Export]
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public StringName DrowningAnimationName {get; private set;} = "Drowning";
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[ExportCategory("Shaders")]
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[Export] public ShaderMaterial BlinkMaterial {get; private set;}
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@ -33,6 +36,13 @@ public partial class PlayerAnimationProvider : Node2D
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[Export] public StringName ScanlineDensityPropertyName { get; private set; } = new("scanline_density");
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private GTween _blinkTween;
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[Signal] public delegate void OnAnimationEndedEventHandler(StringName animationName);
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public override void _Ready()
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{
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_animatedSprite.AnimationFinished += () => EmitSignal(SignalName.OnAnimationEnded, _animatedSprite.Animation);
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}
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public void ShowSprite()
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{
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@ -142,6 +152,13 @@ public partial class PlayerAnimationProvider : Node2D
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this.CreateSibling<AutodeleteParticle>(_deathParticles, this.GlobalPosition);
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_animatedSprite.Visible = false;
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}
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public void PlayDrowningAnimation()
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{
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_animatedSprite.Visible = true;
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_animatedSprite.Play(DrowningAnimationName);
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_animatedSprite.SpeedScale = 1;
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}
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public void PlayShieldAnimation()
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{
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@ -1,4 +1,5 @@
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using System;
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using Cirno.Scripts.Components.FSM;
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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@ -42,9 +43,13 @@ public partial class PlayerDamageReceiver : Area2D
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get => _shieldProvider.CurrentResource;
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set => _shieldProvider.CurrentResource = value;
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}
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private IStateMachine<PlayerState, CharacterBody2D> _stateMachine;
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public void Init()
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public void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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_stateMachine = machine;
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Invulnerable = GlobalState.Instance.SessionSettings.GodMode;
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_healthProvider.ResourceChanged += ((value, maxValue) =>
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@ -107,7 +112,8 @@ public partial class PlayerDamageReceiver : Area2D
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{
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if (!Enabled) return;
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GD.Print("Acid death");
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_healthProvider.CurrentResource = 0;
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_stateMachine.SetState(PlayerState.Drowning);
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//_healthProvider.CurrentResource = 0;
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}
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public void Hit(float damage, DamageType type = DamageType.Neutral)
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