Made things into tools to display enemy icons on spawner marks

This commit is contained in:
Marco 2025-04-28 10:52:50 +02:00
commit c00d298443
49 changed files with 174 additions and 55 deletions

View file

@ -0,0 +1,42 @@
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Actors;
[Tool]
public partial class RogueliteEnemySpawner : Marker2D
{
private EnemyResource _enemy;
[Export]
public EnemyResource Enemy
{
get => _enemy;
set
{
_enemy = value;
if (Engine.IsEditorHint())
{
QueueRedraw();
}
}
}
[ExportToolButton("Update Icon")] public Callable RedrawButton => Callable.From(Redraw);
public override void _Draw()
{
if (!Engine.IsEditorHint()) return;
if (Enemy is null) return;
if (Enemy.IconSprite is null) return;
DrawTexture(Enemy.IconSprite, - new Vector2(_enemy.IconSprite.GetWidth() / 2f, _enemy.IconSprite.GetHeight() / 2f));
}
private void Redraw()
{
QueueRedraw();
}
}

View file

@ -0,0 +1 @@
uid://8umfjejbkcsm

View file

@ -425,14 +425,14 @@ public partial class RogueliteRoom : Node2D
{
GD.Print($"{doorMarker.Name} {doorMarker.Direction} {doorMarker.WallIndex}");
var baseGridSize = new Vector2(320, 160);
//var baseGridSize = new Vector2(320, 160);
Vector2 doorPosition = doorMarker.Direction switch
{
DoorDirections.North => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
DoorDirections.North => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * doorMarker.WallIndex),
32),
DoorDirections.South => new Vector2((baseGridSize.X / 2) + (baseGridSize.X * doorMarker.WallIndex),
((baseGridSize.Y) * RoomResource.Size.Y) + 2),
DoorDirections.South => new Vector2((BaseRoomSize.X / 2) + (BaseRoomSize.X * doorMarker.WallIndex),
((BaseRoomSize.Y) * RoomResource.Size.Y) + 2),
DoorDirections.East => doorMarker.Position,
DoorDirections.West => doorMarker.Position,
_ => doorMarker.Position

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public abstract partial class BulletCreationModifier : Resource, IBulletModifier
{
public abstract float ModifySpeed(float baseSpeed, int bulletIndex, int totalBullets);

View file

@ -7,6 +7,7 @@ using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class BulletResource : Resource
{
[Export]

View file

@ -5,6 +5,7 @@ using Godot;
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class DamageResistance : Resource
{
[Export]

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class DecreasingSpeedModifier : BulletCreationModifier, IBulletModifier
{
[Export] private float decreaseRate = 0.1f;

View file

@ -5,6 +5,7 @@ using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class EnemyResource : Resource
{
[Export] public StringName EnemyName { get; private set; }
@ -30,4 +31,6 @@ public partial class EnemyResource : Resource
/// </summary>
[Export] public float ResponseTime { get; private set; } = 0.5f;
[Export] public Texture2D IconSprite { get; private set; }
}

View file

@ -5,6 +5,7 @@ using Godot;
namespace Cirno.Scripts.Resources.ItemEffects;
[GlobalClass]
[Tool]
public partial class HealEffectResource : ItemEffectResource
{
[Export] public float HealAmount { get; private set; } = 10f;

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources.ItemEffects;
[GlobalClass]
[Tool]
public partial class HealPercentEffectResource : ItemEffectResource
{
[Export] public float HealPercentage = 25f;

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources.ItemEffects;
[GlobalClass]
[Tool]
public abstract partial class ItemEffectResource : Resource
{
public abstract IITemEffectMachine Execute(PlayerFSMItemUseModule parent, LootItem item);

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources.ItemEffects;
[GlobalClass]
[Tool]
public partial class ResourceIncreaseEffectResource : ItemEffectResource
{
[Export] public float IncreaseAmount { get; private set; } = 4f;

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources.ItemEffects;
[GlobalClass]
[Tool]
public partial class SpiderbombEffectResource : ItemEffectResource
{
public override IITemEffectMachine Execute(PlayerFSMItemUseModule parent, LootItem item)

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources.Loot;
[GlobalClass]
[Tool]
public partial class LootDrop : Resource
{
[Export]

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class LootItem : Resource
{
[Export] public StringName ItemName { get; set; }

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources.Modifiers;
[GlobalClass]
[Tool]
public partial class DelayedContinuousRotationModifier : TimeModifier
{
public override void Update(Bullet bullet, double delta, double elapsed)

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources.Modifiers;
[GlobalClass]
[Tool]
public partial class DelayedPlayerFacingModifier : TimeModifier
{
public override void Start(Bullet bullet)

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources.Modifiers;
[GlobalClass]
[Tool]
public partial class DelayedRotationModifier : TimeModifier
{
public override void Start(Bullet bullet)

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources.Modifiers;
[GlobalClass]
[Tool]
public partial class DelayedSpeedIncreaseModifier : TimeModifier
{

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources.Modifiers;
[GlobalClass]
[Tool]
public partial class DelayedSpeedModifier : TimeModifier
{
public override void Start(Bullet bullet)

View file

@ -3,6 +3,7 @@
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class SpeedModifier : BulletCreationModifier, IBulletModifier
{
[Export] public SpeedModifierType ModifierType;

View file

@ -4,6 +4,7 @@ using Godot;
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class TimeModifier : Resource
{
[Export] public float TimeInSeconds = 1f;

View file

@ -7,6 +7,7 @@ using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
[Tool]
public partial class WeaponResource : Resource
{
[Export]