Merge branch 'refs/heads/develop' into feature/bugfixes_And_Polish

feature/bugfixes_And_Polish
kziolkowski 1 month ago
commit 61caa6eea6

@ -54,6 +54,7 @@ _minigameController = NodePath("Minigame")
[node name="Minigame" parent="MinigameHandler" instance=ExtResource("8_2b3cf")]
process_mode = 4
visible = false
position = Vector2(23, -29)
[node name="SwitchSceneOnFightEnd" type="Node" parent="." node_paths=PackedStringArray("_fightSceneSwitcher")]
script = ExtResource("10_qqd8u")

@ -1,36 +1,44 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Fight;
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
using Babushka.scripts.CSharp.Common.Minigame;
using Godot;
using static Babushka.scripts.CSharp.Common.Minigame.MinigameController.RegionTheme;
namespace Babushka.scripts.CSharp.Common.Fight;
public partial class FightMinigameHandler : Node
{
#region Shortcuts
private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
#endregion
[Export] private MinigameController _minigameController;
[Export] private MinigameController _minigameController = null!;
public void OnStateEnter(FightHappening.FightState to)
{
if(to!=FightHappening.FightState.InputActionDetail) return;
if (to != FightHappening.FightState.InputActionDetail) return;
var currentDetail = HappeningData.actionStaging!.CurrentDetail();
if(currentDetail is not MinigameActionDetail minigameDetail) return;
if (currentDetail is not MinigameActionDetail minigameDetail) return;
var region1 = R(2, 4);
var region2 = R([0, 1, 1, 2]);
var region3 = R([7, 8, 9, 9]);
var region4 = R([0, 1, 1, 2]);
var region5 = R(2, 4);
var region6 = R(4, 6);
_minigameController.Run(new MinigameController.Builder<int>()
.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
.AddRegion(region1).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region1.ToString()).RegionWithTheme(Normal)
.AddRegion(region2).RegionWithProportion(R(1, 1.8)).RegionWithText(region2.ToString()).RegionWithTheme(Bad)
.AddRegion(region3).RegionWithProportion(R(0.3, 1)).RegionWithText(region3.ToString()).RegionWithTheme(VeryGood)
.AddRegion(region4).RegionWithProportion(R(1, 1.8)).RegionWithText(region4.ToString()).RegionWithTheme(Bad)
.AddRegion(region5).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region5.ToString()).RegionWithTheme(NormalAlt1)
.AddRegion(region6).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region6.ToString()).RegionWithTheme(NormalAlt2)
.WithHitCount(3)
).ContinueWith(task =>
{
@ -40,4 +48,25 @@ public partial class FightMinigameHandler : Node
FightHappening.Instance.CallDeferred("DetailFilled");
});
}
}
#region Utils
// this is to make the minigame set up a bit less convoluted
private static int R(int min, int max)
{
return GD.RandRange(min, max);
}
private static float R(double min, double max)
{
return (float)GD.RandRange(min, max);
}
private static int R(List<int> list)
{
return list[GD.RandRange(0, list.Count - 1)];
}
#endregion
}

@ -21,7 +21,7 @@ public partial class MinigameController : Node2D
God,
VeryGood
}
public class Builder<T>
{
internal class Region
@ -108,6 +108,8 @@ public partial class MinigameController : Node2D
[Signal] public delegate void ArmMovedEventHandler(float newPos);
[Signal] public delegate void RegionHitEventHandler(int regionIndex);
public override void _EnterTree()
{
HideMinigame();
@ -125,6 +127,7 @@ public partial class MinigameController : Node2D
ShowMinigame();
Setup(builder);
await _minigameComplete!.Task;
await ToSignal(GetTree().CreateTimer(.3), "timeout");
var returnValue = _hits!.Select(h => builder.regions[h].value).ToList();
Reset();
HideMinigame();
@ -145,6 +148,7 @@ public partial class MinigameController : Node2D
}
_hits.Add(i);
EmitSignalRegionHit(i);
_armSpeed = -_armSpeed;
@ -174,16 +178,18 @@ public partial class MinigameController : Node2D
// spawn regions
var regionSum = 0f;
foreach (var region in builder.regions)
foreach (var (region, i) in builder.regions.Select((region, i) => (region, i)))
{
var regionVisual = _regionVisualPrefab.Instantiate<RegionVisual>();
_regionsParent.AddChild(regionVisual);
RegionHit += regionVisual.HitAnimation;
var normalisedAngleStart = regionSum / totalRegionProportion;
var normalisedAngleEnd = (regionSum + region.proportion) / totalRegionProportion;
var normalAngles = new Vector2(normalisedAngleStart, normalisedAngleEnd);
regionVisual.Setup(normalAngles, _baseRegionColor.RandomHue(), region.text, region.theme);
regionVisual.Setup(normalAngles, region.text, region.theme, i);
regionSum += region.proportion;
@ -207,6 +213,13 @@ public partial class MinigameController : Node2D
{
_minigameComplete = null;
_hits = null;
_regionsParent.GetChildren().ForEach(c => c.QueueFree());
_regionsParent.GetChildren().ForEach(c =>
{
if (c is RegionVisual rv)
{
RegionHit -= rv.HitAnimation;
}
c.QueueFree();
});
}
}

@ -1,27 +1,42 @@
using Godot;
using System;
using Babushka.scripts.CSharp.Common.Minigame;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Minigame;
public partial class RegionVisual : Node
{
[Export] private Sprite2D _sliceSprite;
[Export] private Label _textLabel;
[Export] private Node2D _labelPivot;
[Export] private Sprite2D _sliceSprite = null!;
[Export] private Label _textLabel = null!;
[Export] private Node2D _labelPivot = null!;
[Export(PropertyHint.DictionaryType)] private Dictionary<MinigameController.RegionTheme, Color> _fillColors = new();
public void Setup(Vector2 normalAngles, Color color, string regionText, MinigameController.RegionTheme regionTheme)
private int _index;
public void Setup(Vector2 normalAngles, string regionText, MinigameController.RegionTheme regionTheme, int index)
{
var mat = (_sliceSprite.Material as ShaderMaterial)!;
mat.SetShaderParameter("angles", normalAngles);
mat.SetShaderParameter("fillColor", GetFillColor(regionTheme));
var averageAngleRadians = (normalAngles.X + normalAngles.Y) * float.Pi; // '/ 2' from the average and '* 2' from the radians cancel out
// '/ 2' from the average and '* 2' from the radians cancel out
var averageAngleRadians = (normalAngles.X + normalAngles.Y) * float.Pi;
_labelPivot.Rotation = averageAngleRadians;
_textLabel.Rotation = -averageAngleRadians;
_textLabel.Text = regionText;
_index = index;
}
public void HitAnimation(int regionIndex)
{
if(regionIndex != _index) return;
var tween = GetTree().CreateTween();
tween.TweenProperty(_sliceSprite, "scale", new Vector2(1.5f, 1.5f), 0.1f);
tween.TweenProperty(_sliceSprite, "scale", new Vector2(1f, 1f), 0.2f);
}
private Color GetFillColor(MinigameController.RegionTheme theme)

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