Camera fix and broken

This commit is contained in:
Marco 2025-03-02 18:07:13 +01:00
commit dd9c666995
10 changed files with 202 additions and 139 deletions

View file

@ -98,7 +98,7 @@ public partial class CameraPlayerDetection : PlayerDetection
// Perform raycast
var spaceState = GetWorld2D().DirectSpaceState;
var query = PhysicsRayQueryParameters2D.Create(GlobalPosition, rayEnd);
query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };
query.Exclude = [GetRid()];
query.CollideWithAreas = true;
query.CollideWithBodies = true;
query.CollisionMask = collisionMask;
@ -114,7 +114,6 @@ public partial class CameraPlayerDetection : PlayerDetection
if (colliderNode is InteractionController interactionController && interactionController == _cachedPlayer)
{
detected = true;
// Handle detection logic here
}
// Adjust debug line to collision point
debugLineEnd = (Vector2)result["position"];

View file

@ -28,6 +28,8 @@ public partial class Enemy : CharacterBody2D
[Export] public Node2D DefeatScript;
[Export] public AiState Ai { get; private set; }
[Export] public PackedScene CorpseTemplate { get; private set; }
protected float _currentHealth = 0f;
@ -268,9 +270,17 @@ public partial class Enemy : CharacterBody2D
ActivateDefeatScript();
}
//CreateParticles();
//CreateDebris();
CreateDebris();
QueueFree();
}
private void CreateDebris()
{
if (CorpseTemplate is not null)
{
this.CreateSibling<Node2D>(CorpseTemplate);
}
}
protected void ActivateDefeatScript()
{