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Isometric implementation
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parent
1434f7aa6d
commit
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92 changed files with 2834 additions and 223 deletions
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@ -13,5 +13,5 @@ public abstract partial class AttackPattern : Resource
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//public abstract void Start(Node2D parent);
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//public abstract void UpdatePattern(double delta);
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//public abstract bool IsComplete();
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public abstract IPatternMachine MakeMachine(Node2D parent);
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public abstract IPatternMachine MakeMachine(Node parent);
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}
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@ -19,7 +19,7 @@ public partial class BossPhase : Resource
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private IPatternMachine _patternMachine;
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public void Start(Node2D boss)
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public void Start(Node boss)
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{
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currentPatternIndex = 0;
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);
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@ -13,14 +13,14 @@ public partial class FSMMovementPattern : AttackPattern
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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public override IPatternMachine MakeMachine(Node2D parent)
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new FSMMovementPatternMachine(this, parent);
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}
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public class FSMMovementPatternMachine(FSMMovementPattern pattern, Node2D parent) : IPatternMachine
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public class FSMMovementPatternMachine(FSMMovementPattern pattern, Node parent) : IPatternMachine
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{
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public Node2D Parent => parent;
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public Node Parent => parent;
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private Tween tween;
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private bool isComplete = false;
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@ -19,11 +19,11 @@ public partial class SpiderbombEffectResource : ItemEffectResource
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{
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var bullet = PoolingManager.Instance.SpawnBullet(item.WeaponData.BulletData);
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bullet.GlobalPosition = parent.GlobalPosition;
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bullet.GlobalPosition = parent.Machine.MainObject.GlobalPosition;
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//var bullet = parent.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, parent.GlobalPosition);
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var bulletData = item.WeaponData.MakeBullet(parent.GlobalPosition);
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var bulletData = item.WeaponData.MakeBullet(parent.Machine.MainObject.GlobalPosition);
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bullet.Initialize(bulletData, GameManager.Instance);
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bullet.SetDirection(parent.FacingDirection);
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@ -12,14 +12,14 @@ public partial class PatternGroup : AttackPattern
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{
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[Export] private Array<AttackPattern> patterns;
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public override IPatternMachine MakeMachine(Node2D parent)
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new PatternGroupMachine(this, parent);
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}
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public class PatternGroupMachine(PatternGroup patternGroup, Node2D parent) : IPatternMachine
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public class PatternGroupMachine(PatternGroup patternGroup, Node parent) : IPatternMachine
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{
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public Node2D Parent => parent;
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public Node Parent => parent;
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private int _currentPatternIndex = 0;
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private AttackPattern CurrentPattern => patternGroup.patterns[_currentPatternIndex];
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@ -12,14 +12,14 @@ public partial class ParallelPatternGroup : AttackPattern
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[Export(PropertyHint.None, "suffix:s")] public float Duration { get; private set; } = 10f;
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[Export] public Array<AttackPattern> Patterns { get; private set; } = [];
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public override IPatternMachine MakeMachine(Node2D parent)
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new ParallelPatternGroupMachine(this, parent);
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}
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public class ParallelPatternGroupMachine(ParallelPatternGroup patternGroup, Node2D parent) : IPatternMachine
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public class ParallelPatternGroupMachine(ParallelPatternGroup patternGroup, Node parent) : IPatternMachine
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{
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public Node2D Parent => parent;
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public Node Parent => parent;
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//private int _currentPatternIndex = 0;
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//private AttackPattern CurrentPattern => patternGroup.Patterns[_currentPatternIndex];
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@ -13,14 +13,14 @@ public partial class SimpleMovementPattern : AttackPattern
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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public override IPatternMachine MakeMachine(Node2D parent)
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new SimpleMovementPatternMachine(this, parent);
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}
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public class SimpleMovementPatternMachine(SimpleMovementPattern pattern, Node2D parent) : IPatternMachine
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public class SimpleMovementPatternMachine(SimpleMovementPattern pattern, Node parent) : IPatternMachine
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{
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public Node2D Parent => parent;
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public Node Parent => parent;
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private Tween tween;
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private bool isComplete = false;
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