cirnogodot/Scripts/Components/Actors/PlayerDamageReceiver.cs
2025-03-03 09:20:11 +01:00

111 lines
No EOL
2.9 KiB
C#

using System;
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class PlayerDamageReceiver : Area2D
{
[Export]
public bool Enabled { get; set; } = false;
[Export]
public bool Invulnerable { get; private set; } = false;
[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.Player;
[Export]
private ActorResourceProvider _healthProvider;
[Export]
private ActorResourceProvider _shieldProvider;
[Signal]
public delegate void HealthChangedEventHandler(float newValue, float maxValue);
[Signal]
public delegate void ShieldChangedEventHandler(float newValue, float maxValue);
[Signal]
public delegate void DeathEventHandler();
public float CurrentHealth
{
get => _healthProvider.CurrentResource;
set => _healthProvider.CurrentResource = value;
}
public float CurrentShield
{
get => _shieldProvider.CurrentResource;
set => _shieldProvider.CurrentResource = value;
}
public void Init()
{
_healthProvider.ResourceChanged += ((value, maxValue) =>
{
//if (!Enabled) return;
EmitSignal(SignalName.HealthChanged, value, maxValue);
});
_shieldProvider.ResourceChanged += ((value, maxValue) =>
{
//if (!Enabled) return;
EmitSignal(SignalName.ShieldChanged, value, maxValue);
});
_healthProvider.ResourceDepleted += () =>
{
//if (!Enabled) return;
EmitSignal(SignalName.Death);
};
}
public void RefillHealth()
{
_healthProvider.FillResource();
}
public void RefillShield()
{
_shieldProvider.FillResource();
}
private void _on_damage_hitbox_area_entered(Area2D area)
{
if (!Enabled) return;
if (Invulnerable) return;
if (area is not Bullet bullet || bullet.BulletOwner == BulletGroup) return;
this.Hit(bullet.Damage, bullet.DamageType);
bullet.RequestCollisionDestruction();
}
public void Hit(float damage, DamageType type = DamageType.Neutral)
{
if (!Enabled) return;
if (CurrentShield > 0 && type is not DamageType.Explosive or DamageType.Acid)
{
// Reduce shield
//PlayShieldAnimation(); // Let this be handled by event
CurrentShield -= damage;
if (CurrentShield < 0)
{
CurrentHealth -= Math.Abs(CurrentShield);
CurrentShield = 0;
}
}
else
{
if (type is DamageType.Fire)
{
CurrentHealth -= damage * 2;
}
else
{
CurrentHealth -= damage;
}
//Blink(); // Let this be handled by event
}
if (!(CurrentHealth <= 0)) return;
}
}