Interactions

This commit is contained in:
MaddoScientisto 2024-06-09 18:19:57 +02:00
commit abff2ea59e
19 changed files with 282 additions and 10 deletions

View file

@ -1,6 +1,7 @@
using Godot;
using System;
using System.Diagnostics;
using Cirno.Scripts;
public partial class Barrel : Area2D, IDestructible
{
@ -11,8 +12,10 @@ public partial class Barrel : Area2D, IDestructible
[Export] public float ExplosionDamage = 1;
[Export] public PackedScene DebrisScene { get; set; }
[Export] public PackedScene ExplosionParticles { get; set; }
private float _currentHealth;
private float _currentHealth = 0f;
private bool _isDestroyed = false;
@ -30,19 +33,50 @@ public partial class Barrel : Area2D, IDestructible
private void Explode()
{
Debug.WriteLine("Boom");
CreateParticles();
CreateDebris();
QueueFree();
}
private void CreateDebris()
{
if (DebrisScene == null) return;
var debris = DebrisScene.Instantiate<Barrel>();
Owner.AddChild(debris);
debris.Transform = this.GlobalTransform;
debris.Position = this.Position;
this.CreateChild<Barrel>(DebrisScene);
// if (DebrisScene == null) return;
// var debris = DebrisScene.Instantiate<Barrel>();
// Owner.CallDeferred("add_child", debris); //.AddChild(debris);
// debris.Transform = this.GlobalTransform;
// debris.Position = this.Position;
}
private void CreateParticles()
{
var particle = this.CreateChild<GpuParticles2D>(ExplosionParticles);
if (particle == null) return;
particle.Emitting = true;
// if (ExplosionParticles == null) return;
// var emitter = ExplosionParticles.Instantiate<GpuParticles2D>();
// Owner.CallDeferred("add_child", emitter);
// emitter.Transform = this.GlobalTransform;
// emitter.Position = this.Position;
//
// emitter.Emitting = true;
}
// private T CreateChild<T>(PackedScene prefab) where T : Node2D
// {
// if (prefab == null) return null;
// var newInstance = prefab.Instantiate<T>();
// Owner.CallDeferred("add_child", newInstance);
// newInstance.Transform = this.GlobalTransform;
// newInstance.Position = this.Position;
//
// return newInstance;
// }
public void Hit(float damage)
{
if (_isDestroyed) return;