mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-13 12:25:54 +00:00
Cheat Gun
This commit is contained in:
parent
f2e6025b35
commit
cb27f33a6d
21 changed files with 620 additions and 436 deletions
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@ -9,204 +9,223 @@ using Cirno.Scripts.Resources;
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public partial class Bullet : Area2D
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{
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[Export]
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public float Speed = 1900f;
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public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
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public float Damage => _bulletInfo?.Damage ?? 1;
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[Export] public float Speed = 1900f;
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public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
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public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
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protected Vector2 _direction = Vector2.Right;
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private double _elapsedTime = 0f;
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private BulletInfo _bulletInfo;
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public float Damage => _bulletInfo?.Damage ?? 1;
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public BulletInfo BulletInfo => _bulletInfo;
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public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
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private List<ModifierWrapper> _modifiers = new();
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private GameManager _gameManager;
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protected Vector2 _direction = Vector2.Right;
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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{
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_bulletInfo = bulletInfo;
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private double _elapsedTime = 0f;
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private BulletInfo _bulletInfo;
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_gameManager = gameManager;
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public BulletInfo BulletInfo => _bulletInfo;
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// Need to clone them here
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// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();
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private List<ModifierWrapper> _modifiers = new();
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// var clonedModifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone());
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// _modifiers = clonedModifiers.ToList();
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private GameManager _gameManager;
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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{
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_bulletInfo = bulletInfo;
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_gameManager = gameManager;
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// Need to clone them here
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// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();
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// Ugly hack to make instances unique
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_modifiers = _bulletInfo.TimeModifiers.Select(x => x.Wrap()).ToList();
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}
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private void ApplyTimeModifiers(double delta)
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{
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foreach (var modifier in _modifiers)
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{
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if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
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{
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if (!modifier.Applied)
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{
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modifier.Applied = true;
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modifier.TimeModifier.Start(this);
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}
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modifier.TimeModifier.Update(this, delta);
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// switch (modifier.ModifierType)
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// {
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// case TimeModifierType.SpeedChange:
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// //_bulletInfo.Speed += modifier.Value;
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// Speed = modifier.Value;
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// break;
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// case TimeModifierType.RotationChange:
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// RotateBullet(modifier.Value);
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// //Rotation += Mathf.DegToRad(modifier.Value);
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// break;
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// case TimeModifierType.FacePlayer:
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// FacePlayer();
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// break;
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// }
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// if (!modifier.Continuous)
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// {
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// modifier.Applied = true;
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// }
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}
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}
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}
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public virtual void RotateBullet(float degrees)
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{
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float radians = Mathf.DegToRad(degrees);
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_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
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SetRotation(Rotation + radians);
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//Rotation = radians;
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}
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public void FacePlayer()
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{
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if (_gameManager.Player != null)
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{
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_direction = (_gameManager.Player.GlobalPosition - this.GlobalPosition).Normalized();
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RotateBullet(0); // quick hack to rotate lasers
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//LookAt(player.GlobalPosition);
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}
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}
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// var clonedModifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone());
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// _modifiers = clonedModifiers.ToList();
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//private void OnBodyEntered(Node body)
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//{
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// When a body is entered, invoke the event and pass the collided body
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// BulletHit?.Invoke(body);
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// Ugly hack to make instances unique
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_modifiers = _bulletInfo.TimeModifiers.Select(x => x.Wrap()).ToList();
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}
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// Then remove the bullet
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// QueueFree();
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//}
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private void ApplyTimeModifiers(double delta)
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{
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foreach (var modifier in _modifiers)
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{
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if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
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{
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if (!modifier.Applied)
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{
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modifier.Applied = true;
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modifier.TimeModifier.Start(this);
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}
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public void SetDirection(Vector2 direction)
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{
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var normalized = direction.Normalized();
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modifier.TimeModifier.Update(this, delta);
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_direction = normalized;
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SetRotation(Mathf.Atan2(normalized.Y,normalized.X) + Mathf.Pi / 2);
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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// switch (modifier.ModifierType)
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// {
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// case TimeModifierType.SpeedChange:
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// //_bulletInfo.Speed += modifier.Value;
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// Speed = modifier.Value;
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// break;
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// case TimeModifierType.RotationChange:
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// RotateBullet(modifier.Value);
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// //Rotation += Mathf.DegToRad(modifier.Value);
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// break;
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// case TimeModifierType.FacePlayer:
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// FacePlayer();
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// break;
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// }
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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_elapsedTime += delta;
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}
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// if (!modifier.Continuous)
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// {
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// modifier.Applied = true;
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// }
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}
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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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if (_bulletInfo != null)
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{
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ApplyTimeModifiers(delta);
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}
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this.Position += ((float)(Speed * delta) * _direction);
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}
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public virtual void RotateBullet(float degrees)
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{
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float radians = Mathf.DegToRad(degrees);
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_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
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SetRotation(Rotation + radians);
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//Rotation = radians;
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}
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private void _on_visible_on_screen_notifier_2d_screen_exited()
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{
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//Debug.WriteLine("Destroy bullet out of screen");
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Destroy();
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}
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public virtual void RotateSpriteDegrees(float degrees)
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{
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SetRotationDegrees(RotationDegrees + degrees);
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}
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private void _on_body_entered(Node2D body)
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{
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if (body.IsInGroup("Solid"))
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{
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//Debug.WriteLine("Collision");
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Destroy();
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}
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//// Do not Collide with body for purpose of destroying bullets
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// else if (body.IsInGroup("Destroyable"))
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// {
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// Debug.WriteLine("Collision with destroyable object body");
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// QueueFree();
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// }
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}
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public virtual void RotateSprite(float radians)
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{
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SetRotation(Rotation + radians);
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}
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private void _on_area_entered(Area2D area)
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{
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if (area.IsInGroup("Solid"))
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{
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Destroy();
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return;
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}
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public void FacePlayer()
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{
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if (_gameManager.Player != null)
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{
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_direction = (_gameManager.Player.GlobalPosition - this.GlobalPosition).Normalized();
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RotateBullet(0); // quick hack to rotate lasers
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//LookAt(player.GlobalPosition);
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}
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}
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if (area.IsInGroup("Destroyable") && area is IDestructible destructible)
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{
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//Debug.WriteLine("Collision with destroyable object area");
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destructible.Hit(Damage, DamageType);
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Destroy();
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}
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}
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//private void OnBodyEntered(Node body)
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//{
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// When a body is entered, invoke the event and pass the collided body
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// BulletHit?.Invoke(body);
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public void Destroy()
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{
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if (_bulletInfo?.DestructionParticlesScene != null)
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{
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var particle = this.CreateSibling<AutodeleteParticle>(_bulletInfo.DestructionParticlesScene);
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// Then remove the bullet
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// QueueFree();
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//}
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particle.Init();
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}
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QueueFree();
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}
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public void SetDirection(Vector2 direction)
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{
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var normalized = direction.Normalized();
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_direction = normalized;
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SetRotation(Mathf.Atan2(normalized.Y, normalized.X) + Mathf.Pi / 2);
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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_elapsedTime += delta;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (_bulletInfo != null)
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{
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ApplyTimeModifiers(delta);
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}
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this.Position += ((float)(Speed * delta) * _direction);
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}
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private void _on_visible_on_screen_notifier_2d_screen_exited()
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{
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//Debug.WriteLine("Destroy bullet out of screen");
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Destroy();
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}
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private void _on_body_entered(Node2D body)
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{
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if (body.IsInGroup("Solid"))
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{
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//Debug.WriteLine("Collision");
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Destroy();
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}
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//// Do not Collide with body for purpose of destroying bullets
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// else if (body.IsInGroup("Destroyable"))
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// {
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// Debug.WriteLine("Collision with destroyable object body");
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// QueueFree();
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// }
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}
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private void _on_area_entered(Area2D area)
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{
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if (area.IsInGroup("Solid"))
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{
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Destroy();
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return;
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}
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if (area.IsInGroup("Destroyable") && area is IDestructible destructible &&
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CanHit(BulletOwner, destructible.BulletGroup))
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{
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// hit
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destructible.Hit(Damage, DamageType);
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Destroy();
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}
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}
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public bool CanHit(BulletOwner bulletOwner, BulletOwner targetGroup)
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{
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// If either is None, it always hits
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if (bulletOwner == BulletOwner.None || targetGroup == BulletOwner.None)
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{
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return true;
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}
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// Otherwise, it hits only if they are different groups
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return bulletOwner != targetGroup;
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}
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public void Destroy()
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{
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if (_bulletInfo?.DestructionParticlesScene != null)
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{
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var particle = this.CreateSibling<AutodeleteParticle>(_bulletInfo.DestructionParticlesScene);
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particle.Init();
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}
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QueueFree();
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}
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}
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public enum BulletOwner
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{
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None,
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Player,
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Enemy
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None,
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Player,
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Enemy
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}
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public enum DamageType
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{
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Neutral,
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Ballistic,
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Fire,
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Ice,
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Explosive,
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Acid
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Neutral,
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Ballistic,
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Fire,
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Ice,
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Explosive,
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Acid
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}
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@ -8,217 +8,243 @@ using Godot.Collections;
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public partial class GameManager : Node2D
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{
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private Hud _hud;
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private Hud _hud;
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private PlayerMovement _player;
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public GameState GameState { get; private set; }
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public PlayerMovement Player => _player;
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private PlayerMovement _player;
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private Node2D _cameraTarget;
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public GameState GameState { get; private set; }
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public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
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public PlayerMovement Player => _player;
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[Export]
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public PackedScene PlayerTemplate { get; set; }
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[Export]
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public Marker2D PlayerSpawnMarker { get; set; }
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[Export] public PackedScene WeaponTemplate { get; private set; }
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private Node2D _cameraTarget;
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[Export] public Array<LootItem> StartingEquipment { get; private set; }
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private InventoryManager _inventoryManager { get; set; }
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//private AlarmManager _alarmManager { get; set; }
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public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
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//public InventoryManager Inventory => _inventoryManager;
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//public AlarmManager AlarmManager => _alarmManager;
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[Export] public PackedScene PlayerTemplate { get; set; }
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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[Export] public Marker2D PlayerSpawnMarker { get; set; }
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[Signal]
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public delegate void GameStateChangeEventHandler(GameState state);
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[Export] public PackedScene WeaponTemplate { get; private set; }
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_hud = GetNodeOrNull<Hud>("HUD");
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if (_hud == null) GD.Print("No HUD in scene.");
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_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
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if (_cameraTarget == null) GD.Print("No camera target in scene.");
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_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
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if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
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//_alarmManager = GetNode<AlarmManager>("AlarmManager");
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SpawnBulletsContainer();
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if (_inventoryManager != null && _hud != null)
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{
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_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
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_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
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}
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GameState = GameState.Playing;
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[Export] public Array<LootItem> StartingEquipment { get; private set; }
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_ = DelayPlayerSpawn();
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}
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private InventoryManager _inventoryManager { get; set; }
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed("pause"))
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{
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TogglePause();
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}
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}
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//private AlarmManager _alarmManager { get; set; }
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private async Task DelayPlayerSpawn()
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{
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await Task.Delay(500);
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if (PlayerSpawnMarker != null)
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{
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SpawnPlayer();
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SpawnWeapons();
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}
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if (_player != null && _hud != null)
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{
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_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
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_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
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//public InventoryManager Inventory => _inventoryManager;
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_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
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}
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}
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//public AlarmManager AlarmManager => _alarmManager;
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public void SpawnPlayer()
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{
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if (_player != null) return;
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//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
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_player = PlayerTemplate.Instantiate<PlayerMovement>();
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this.CallDeferred("add_child", _player);
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_player.Transform = this.GlobalTransform;
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_player.GlobalPosition = PlayerSpawnMarker.Position;
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private Node2D _bulletsContainer;
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public Node2D BulletsContainer => _bulletsContainer;
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CameraTargetPlayer();
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//
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// if (_cameraTarget != null)
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// {
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// _cameraTarget.Reparent(_player, true);
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// _cameraTarget.GlobalPosition = _player.Position;
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// }
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}
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[Signal]
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public delegate void GameStateChangeEventHandler(GameState state);
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public void CameraTargetPlayer()
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{
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if (_player is null) return;
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CameraTargetObject(_player);
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_hud = GetNodeOrNull<Hud>("HUD");
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if (_hud == null) GD.Print("No HUD in scene.");
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public void CameraTargetObject(Node2D target)
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{
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if (_cameraTarget is null) return;
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_cameraTarget.Reparent(target, true);
|
||||
_cameraTarget.GlobalPosition = target.GlobalPosition;
|
||||
}
|
||||
|
||||
private void SpawnWeapons()
|
||||
{
|
||||
if (!StartingEquipment.Any())
|
||||
{
|
||||
GD.Print("No items to spawn on Player");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var startingItem in StartingEquipment)
|
||||
{
|
||||
switch (startingItem.Item)
|
||||
{
|
||||
case ItemTypes.Weapon:
|
||||
if (WeaponTemplate == null)
|
||||
{
|
||||
GD.Print("Could not spawn weapon because template is null");
|
||||
break;
|
||||
}
|
||||
var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
|
||||
weapon.WeaponData = startingItem.WeaponData;
|
||||
_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
|
||||
if (_cameraTarget == null) GD.Print("No camera target in scene.");
|
||||
|
||||
_player.AddWeapon(weapon);
|
||||
|
||||
if (_player.EquippedWeapon == null)
|
||||
{
|
||||
_player.EquipWeapon(weapon);
|
||||
}
|
||||
|
||||
//_player.EquippedWeapon ??= weapon;
|
||||
break;
|
||||
}
|
||||
_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
|
||||
if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
|
||||
|
||||
_inventoryManager.AddItem(startingItem);
|
||||
}
|
||||
}
|
||||
//_alarmManager = GetNode<AlarmManager>("AlarmManager");
|
||||
|
||||
private void SpawnBulletsContainer()
|
||||
{
|
||||
_bulletsContainer = new Node2D();
|
||||
_bulletsContainer.Name = "BulletsContainer";
|
||||
|
||||
AddChild(_bulletsContainer);
|
||||
}
|
||||
SpawnBulletsContainer();
|
||||
|
||||
public void TogglePause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
Unpause();
|
||||
}
|
||||
else if (GameState == GameState.Playing)
|
||||
{
|
||||
Pause();
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
if (GameState == GameState.Playing)
|
||||
{
|
||||
ChangeState(GameState.Paused);
|
||||
}
|
||||
}
|
||||
if (_inventoryManager != null && _hud != null)
|
||||
{
|
||||
_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
|
||||
_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
|
||||
}
|
||||
|
||||
public void Unpause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
ChangeState(GameState.Playing);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeState(GameState state)
|
||||
{
|
||||
if (state == GameState) return;
|
||||
GameState = state;
|
||||
EmitSignal(nameof(GameStateChange), (int)GameState);
|
||||
GD.Print($"Game state changed to {state}");
|
||||
}
|
||||
GameState = GameState.Playing;
|
||||
|
||||
_ = DelayPlayerSpawn();
|
||||
}
|
||||
|
||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (Input.IsActionJustPressed("pause"))
|
||||
{
|
||||
TogglePause();
|
||||
}
|
||||
}
|
||||
|
||||
private async Task DelayPlayerSpawn()
|
||||
{
|
||||
await Task.Delay(500);
|
||||
|
||||
if (PlayerSpawnMarker != null)
|
||||
{
|
||||
SpawnPlayer();
|
||||
}
|
||||
else
|
||||
{
|
||||
GD.Print("No player spawn marker in scene.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_player != null && _hud != null)
|
||||
{
|
||||
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
|
||||
|
||||
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
|
||||
|
||||
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
|
||||
}
|
||||
else
|
||||
{
|
||||
GD.Print("No player and hud in scene");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_inventoryManager is not null)
|
||||
{
|
||||
_inventoryManager.ItemAdded += (LootItem item, int amount) =>
|
||||
{
|
||||
if (item.Item == ItemTypes.Weapon)
|
||||
{
|
||||
SpawnPlayerWeapon(item);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
SpawnWeapons();
|
||||
}
|
||||
|
||||
public void SpawnPlayer()
|
||||
{
|
||||
if (_player != null) return;
|
||||
//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
|
||||
_player = PlayerTemplate.Instantiate<PlayerMovement>();
|
||||
|
||||
this.CallDeferred("add_child", _player);
|
||||
_player.Transform = this.GlobalTransform;
|
||||
|
||||
_player.GlobalPosition = PlayerSpawnMarker.Position;
|
||||
|
||||
CameraTargetPlayer();
|
||||
//
|
||||
// if (_cameraTarget != null)
|
||||
// {
|
||||
// _cameraTarget.Reparent(_player, true);
|
||||
// _cameraTarget.GlobalPosition = _player.Position;
|
||||
// }
|
||||
}
|
||||
|
||||
public void CameraTargetPlayer()
|
||||
{
|
||||
if (_player is null) return;
|
||||
CameraTargetObject(_player);
|
||||
}
|
||||
|
||||
public void CameraTargetObject(Node2D target)
|
||||
{
|
||||
if (_cameraTarget is null) return;
|
||||
_cameraTarget.Reparent(target, true);
|
||||
_cameraTarget.GlobalPosition = target.GlobalPosition;
|
||||
}
|
||||
|
||||
private void SpawnWeapons()
|
||||
{
|
||||
if (!StartingEquipment.Any())
|
||||
{
|
||||
GD.Print("No items to spawn on Player");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var startingItem in StartingEquipment)
|
||||
{
|
||||
// Now automatically taken care of by the event
|
||||
// switch (startingItem.Item)
|
||||
// {
|
||||
// case ItemTypes.Weapon:
|
||||
// SpawnPlayerWeapon(startingItem);
|
||||
//
|
||||
// //_player.EquippedWeapon ??= weapon;
|
||||
// break;
|
||||
// }
|
||||
|
||||
_inventoryManager.AddItem(startingItem);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnPlayerWeapon(LootItem startingItem)
|
||||
{
|
||||
if (WeaponTemplate == null)
|
||||
{
|
||||
GD.Print("Could not spawn weapon because template is null");
|
||||
return;
|
||||
}
|
||||
|
||||
var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
|
||||
weapon.WeaponData = startingItem.WeaponData;
|
||||
|
||||
_player.AddWeapon(weapon);
|
||||
|
||||
if (_player.EquippedWeapon == null)
|
||||
{
|
||||
_player.EquipWeapon(weapon);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnBulletsContainer()
|
||||
{
|
||||
_bulletsContainer = new Node2D();
|
||||
_bulletsContainer.Name = "BulletsContainer";
|
||||
|
||||
AddChild(_bulletsContainer);
|
||||
}
|
||||
|
||||
public void TogglePause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
Unpause();
|
||||
}
|
||||
else if (GameState == GameState.Playing)
|
||||
{
|
||||
Pause();
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
if (GameState == GameState.Playing)
|
||||
{
|
||||
ChangeState(GameState.Paused);
|
||||
}
|
||||
}
|
||||
|
||||
public void Unpause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
ChangeState(GameState.Playing);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeState(GameState state)
|
||||
{
|
||||
if (state == GameState) return;
|
||||
GameState = state;
|
||||
EmitSignal(nameof(GameStateChange), (int)GameState);
|
||||
GD.Print($"Game state changed to {state}");
|
||||
}
|
||||
}
|
||||
|
||||
public enum GameState
|
||||
{
|
||||
Menu,
|
||||
Paused,
|
||||
Playing,
|
||||
Dialogue
|
||||
}
|
||||
Menu,
|
||||
Paused,
|
||||
Playing,
|
||||
Dialogue
|
||||
}
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
|
||||
public interface IDestructible
|
||||
{
|
||||
public BulletOwner BulletGroup { get; set; }
|
||||
public void Hit(float damage, DamageType type = DamageType.Neutral);
|
||||
public bool IsDestroyed();
|
||||
}
|
||||
|
|
@ -59,8 +59,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
|
||||
private InventoryManager _inventoryManager;
|
||||
|
||||
[Export] public Sprite2D HitboxSprite { get; set; }
|
||||
|
||||
[Export] public Sprite2D HitboxSprite { get; set; }
|
||||
[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.Player;
|
||||
private bool _isStrafing { get; set; }
|
||||
|
||||
private bool _canMove = true;
|
||||
|
|
@ -179,6 +179,16 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
}
|
||||
}*/
|
||||
|
||||
// public void ItemAdded(LootItem item, int amount)
|
||||
// {
|
||||
// switch (item.Item)
|
||||
// {
|
||||
// case ItemTypes.Weapon:
|
||||
// AddWeapon(item.WeaponData);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
public void AddWeapon(Weapon weapon)
|
||||
{
|
||||
EquippedWeapons.Add(weapon);
|
||||
|
|
@ -443,7 +453,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
private void _on_damage_hit_box_area_entered(Area2D area)
|
||||
{
|
||||
if (!_canMove) return;
|
||||
if (area is Bullet bullet && bullet.BulletOwner != BulletOwner.Player)
|
||||
if (area is Bullet bullet && bullet.BulletOwner != BulletGroup)
|
||||
{
|
||||
this.Hit(bullet.Damage, bullet.DamageType);
|
||||
bullet.QueueFree();
|
||||
|
|
|
|||
|
|
@ -0,0 +1,12 @@
|
|||
using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Resources.Modifiers;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class DelayedContinuousRotationModifier : TimeModifier
|
||||
{
|
||||
public override void Update(Bullet bullet, double delta)
|
||||
{
|
||||
bullet.RotateSpriteDegrees((float)(Value * delta));
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue