Merge remote-tracking branch 'origin/feature/fight_system' into feature/showcase_kathi
This commit is contained in:
@@ -1,13 +1,27 @@
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using Babushka.scripts.CSharp.Common.Fight;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Camera;
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public partial class CameraController : Camera2D
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{
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[Export] private Node2D _followNode;
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public override void _Process(double delta)
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{
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this.GlobalPosition = _followNode.GlobalPosition;
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}
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}
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#region Singleton ( Contains _EnterTree() ) // TODO: use autoload or other solution
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public static CameraController Instance { get; private set; } = null!;
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public override void _EnterTree()
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{
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Instance = this;
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}
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#endregion
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[Export] private Node2D _followNode;
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public FightInstance? fightToShow;
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public override void _Process(double delta)
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{
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this.GlobalPosition = fightToShow?.camPositionNode.GlobalPosition ?? _followNode.GlobalPosition;
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}
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}
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@@ -0,0 +1,357 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Camera;
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using Babushka.scripts.CSharp.Common.Util;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightInstance : Node2D //TODO: remake
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{
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[Export(PropertyHint.ArrayType)] private Node2D[] _friendlyFightSpots;
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[Export(PropertyHint.ArrayType)] private Node2D[] _enemyFightSpots;
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[Export] public Node2D camPositionNode;
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[Export] private FightStateManager _fightStateManager;
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[Export] private Label _fightEndText;
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[Signal]
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public delegate void FightStartedEventHandler();
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[Signal]
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public delegate void FightEndedEventHandler();
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private List<Fighter> _friendlyFighters = new();
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private List<Fighter> _enemyFighters = new();
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private FightAttack? _stagedAttack = null;
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public override void _Ready()
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{
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//_fightStateManager.CurrentFightState = FightStateManager.FightState.FightStartAnim;
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_fightStateManager.ExitingTransition += from =>
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{
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switch (from)
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{
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case FightStateManager.FightState.None:
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CaptureCamera();
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Show();
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EmitSignalFightStarted();
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break;
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case FightStateManager.FightState.Input:
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HideAttackButtons();
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break;
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case FightStateManager.FightState.InputTargetSelect:
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HideTargetButtons();
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break;
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case FightStateManager.FightState.FriendAttackAnim:
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_stagedAttack = null;
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break;
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case FightStateManager.FightState.PlayerWinAnim:
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case FightStateManager.FightState.EnemyWinAnim:
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_fightEndText.Text = "";
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break;
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}
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};
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_fightStateManager.EnteringTransition += to =>
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{
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switch (to)
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{
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case FightStateManager.FightState.None:
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EmitSignalFightEnded();
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CleanUp();
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Hide();
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ReleaseCamera();
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break;
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case FightStateManager.FightState.Input:
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if (CheckWinAndSetState())
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break;
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if (CheckFriendlyActionsLeftAndSetState())
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break;
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ShowAttackButtons();
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break;
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case FightStateManager.FightState.InputTargetSelect:
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ShowTargetButtons();
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break;
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case FightStateManager.FightState.FriendAttackAnim:
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ExecuteAttack();
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GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
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break;
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case FightStateManager.FightState.Enemy:
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if (CheckWinAndSetState())
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break;
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if (CheckEnemyActionsLeftAndSetState())
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break;
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DecideEnemyAttack();
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_fightStateManager.CurrentFightState = FightStateManager.FightState.EnemyAttackAnim;
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break;
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case FightStateManager.FightState.EnemyAttackAnim:
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ExecuteAttack();
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GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Enemy;
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break;
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case FightStateManager.FightState.PlayerWinAnim:
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_fightEndText.Text = "You Win!";
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GetTree().CreateTimer(1.5).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.None;
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break;
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case FightStateManager.FightState.EnemyWinAnim:
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_fightEndText.Text = "You Died :(";
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GetTree().CreateTimer(3).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.None;
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break;
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case FightStateManager.FightState.ChangeSideToEnemy:
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ResetEnemyActions();
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_fightStateManager.CurrentFightState = FightStateManager.FightState.Enemy;
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break;
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case FightStateManager.FightState.ChangeSideToFriendly:
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ResetFriendlyActions();
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_fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
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break;
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case FightStateManager.FightState.Heal:
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Heal();
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GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
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break;
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}
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};
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}
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private void Heal()
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{
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// TODO: make heal staging system
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_friendlyFighters.Where(f => !f.IsDead()).ForEach(f =>
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{
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f.Health += 50;
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f.HealAnimation();
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f.DecrementActions();
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});
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UpdateHealthVisual();
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}
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private void ResetEnemyActions()
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{
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_enemyFighters.ForEach(f => f.ResetActions());
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}
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private void ResetFriendlyActions()
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{
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_friendlyFighters.ForEach(f => f.ResetActions());
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}
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/**
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* <returns>
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* <c>true</c> if the state was changed
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* </returns>
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*/
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private bool CheckFriendlyActionsLeftAndSetState()
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{
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var hasActionsLeft = _friendlyFighters.Where(f => !f.IsDead()).Any(f => f.HasActionsLeft());
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if (hasActionsLeft)
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{
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return false;
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} // else
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_fightStateManager.CurrentFightState = FightStateManager.FightState.ChangeSideToEnemy;
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return true;
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}
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/**
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* <returns>
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* <c>true</c> if the state was changed
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* </returns>
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*/
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private bool CheckEnemyActionsLeftAndSetState()
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{
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var hasActionsLeft = _enemyFighters.Where(f => !f.IsDead()).Any(f => f.HasActionsLeft());
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if (hasActionsLeft)
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{
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return false;
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} // else
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_fightStateManager.CurrentFightState = FightStateManager.FightState.ChangeSideToFriendly;
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return true;
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}
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private void CleanUp()
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{
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_enemyFighters.ForEach(f => f.QueueFree());
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_friendlyFighters.ForEach(f => f.QueueFree());
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_enemyFighters = new();
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_friendlyFighters = new();
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}
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private void DecideEnemyAttack()
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{
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var availableEnemyFighters =
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_enemyFighters
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.Where(f => !f.IsDead())
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.Where(f=>f.HasActionsLeft())
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.ToList();
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var aliveFriendlyFighters =
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_friendlyFighters
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.Where(f => !f.IsDead())
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.ToList();
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if (availableEnemyFighters.Count <= 0)
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throw new InvalidOperationException("No enemy fighters available for attack.");
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if (aliveFriendlyFighters.Count <= 0)
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throw new InvalidOperationException("No friendly fighters available to target.");
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var fighter = availableEnemyFighters.Random();
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var target = aliveFriendlyFighters.Random();
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_stagedAttack = new FightAttack
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{
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attacker = fighter!,
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needsSelectedTarget = true,
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damage = fighter!.attackStrength,
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target = target!
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};
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}
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private void ExecuteAttack()
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{
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if (_stagedAttack == null)
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throw new InvalidOperationException("No staged attack to execute.");
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if (!_stagedAttack.needsSelectedTarget)
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throw new NotImplementedException("Non-targeted attacks are not implemented yet.");
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if (_stagedAttack.needsSelectedTarget && _stagedAttack.target == null)
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throw new InvalidOperationException("No target selected for the staged attack.");
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_stagedAttack.target!.Health -= _stagedAttack.damage;
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_stagedAttack.attacker.DecrementActions();
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_stagedAttack.attacker.AttackAnimation(_stagedAttack);
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UpdateHealthVisual();
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}
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private void UpdateHealthVisual()
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{
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_friendlyFighters
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.Concat(_enemyFighters)
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.ForEach(f => f.UpdateHealthVisual());
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}
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private void ReleaseCamera()
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{
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CameraController.Instance.fightToShow = null;
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}
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private void CaptureCamera()
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{
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CameraController.Instance.fightToShow = this;
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}
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public void Start(FightParty fightParty, PackedScene?[] enemies)
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{
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if (_fightStateManager.IsRunning())
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{
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GD.PushWarning("Can not start a running fight");
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return;
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}
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if (fightParty.vesna)
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{
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InstantiateFighter(_friendlyFightSpots[1], FightManager.Instance.fightingVesnaScene);
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}
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for (var i = 0; i < Math.Min(_enemyFightSpots.Length, enemies.Length); i++)
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{
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var enemy = enemies[i];
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if (enemy == null)
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continue;
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InstantiateFighter(_enemyFightSpots[i], enemy, true);
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}
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_fightStateManager.ToStartAnim();
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}
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private void InstantiateFighter(Node2D parent, PackedScene fighterScene, bool isEnemy = false)
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{
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var fighter = fighterScene.Instantiate<Fighter>();
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fighter.fightInstance = this;
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parent.AddChild(fighter);
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if (isEnemy)
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{
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_enemyFighters.Add(fighter);
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}
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else
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{
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_friendlyFighters.Add(fighter);
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}
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}
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public void SelectAttack(Fighter fighter)
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{
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_stagedAttack = new FightAttack
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{
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attacker = fighter,
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damage = fighter.attackStrength,
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needsSelectedTarget = true
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};
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if (_stagedAttack.needsSelectedTarget)
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{
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_fightStateManager.CurrentFightState = FightStateManager.FightState.InputTargetSelect;
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}
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else
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{
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_fightStateManager.CurrentFightState = FightStateManager.FightState.FriendAttackAnim;
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}
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}
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private void HideAttackButtons()
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{
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_friendlyFighters.ForEach(f => f.HideAttackButton());
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}
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private void ShowAttackButtons()
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{
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_friendlyFighters.ForEach(f => f.ShowAttackButton());
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}
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||||
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||||
private void HideTargetButtons()
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{
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_enemyFighters.ForEach(f => f.HideTargetButtons());
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}
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private void ShowTargetButtons()
|
||||
{
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_enemyFighters.Where(f => !f.IsDead()).ForEach(f => f.ShowTargetButtons());
|
||||
}
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||||
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public void SelectTargetAndAttack(Fighter fighter)
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||||
{
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||||
if (_stagedAttack == null)
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throw new InvalidOperationException("No staged attack to select target for.");
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||||
|
||||
_stagedAttack.target = fighter;
|
||||
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.FriendAttackAnim;
|
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}
|
||||
|
||||
public void SelectHeal(Fighter fighter)
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.Heal;
|
||||
}
|
||||
|
||||
public bool CheckWinAndSetState()
|
||||
{
|
||||
if (_enemyFighters.All(f => f.IsDead()))
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||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.PlayerWinAnim;
|
||||
return true;
|
||||
}
|
||||
if (_friendlyFighters.All(f => f.IsDead()))
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.EnemyWinAnim;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
public class FightAttack
|
||||
{
|
||||
public int damage;
|
||||
public bool needsSelectedTarget;
|
||||
public Fighter? target;
|
||||
public Fighter attacker;
|
||||
}
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@@ -0,0 +1 @@
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uid://c76mhhqyk4lgh
|
||||
@@ -0,0 +1,28 @@
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using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
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||||
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||||
public partial class FightManager : Node
|
||||
{
|
||||
#region AutoLoad ( Contains _EnterTree() )
|
||||
|
||||
public static FightManager Instance { get; private set; } = null!;
|
||||
|
||||
public override void _EnterTree()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
[Export]
|
||||
public PackedScene fightingVesnaScene;
|
||||
|
||||
public FightParty fightParty = new();
|
||||
|
||||
public void StartFight(PackedScene[] enemies, FightInstance instance)
|
||||
{
|
||||
GD.Print("Starting Fight");
|
||||
instance.Start(fightParty, enemies);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://j5ge24rk25wm
|
||||
@@ -0,0 +1,6 @@
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public class FightParty
|
||||
{
|
||||
public bool vesna = true;
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cvhgnboybc4cm
|
||||
@@ -0,0 +1,19 @@
|
||||
using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightStarter : Node
|
||||
{
|
||||
[Export(PropertyHint.ArrayType)] private PackedScene[] enemies;
|
||||
[Export] private FightInstance _fightInstance;
|
||||
[Export] private bool _once = true;
|
||||
private bool hasBeenStarted = false;
|
||||
|
||||
public void Start(Node2D _)
|
||||
{
|
||||
if (_once && hasBeenStarted)
|
||||
return;
|
||||
|
||||
hasBeenStarted = true;
|
||||
FightManager.Instance.StartFight(enemies, _fightInstance);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://di0xxwfw43m0i
|
||||
@@ -0,0 +1,76 @@
|
||||
using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightStateManager : Node
|
||||
{
|
||||
[Signal]
|
||||
public delegate void ExitingTransitionEventHandler(FightState exitingState);
|
||||
|
||||
[Signal]
|
||||
public delegate void EnteringTransitionEventHandler(FightState enteringState);
|
||||
|
||||
public enum FightState
|
||||
{
|
||||
None,
|
||||
FightStartAnim,
|
||||
Input,
|
||||
InputTargetSelect,
|
||||
FriendAttackAnim,
|
||||
Enemy,
|
||||
EnemyAttackAnim,
|
||||
PlayerWinAnim,
|
||||
EnemyWinAnim,
|
||||
ChangeSideToEnemy,
|
||||
ChangeSideToFriendly,
|
||||
Heal,
|
||||
}
|
||||
|
||||
private FightState _fightStateBacking = FightState.None;
|
||||
|
||||
public FightState CurrentFightState
|
||||
{
|
||||
set => Transition(_fightStateBacking, value);
|
||||
get => _fightStateBacking;
|
||||
}
|
||||
|
||||
private void Transition(FightState from, FightState to)
|
||||
{
|
||||
if(from == to)
|
||||
return;
|
||||
|
||||
GD.Print($"Transitioning from {from} to {to}");
|
||||
ExitTransition(from);
|
||||
_fightStateBacking = to;
|
||||
EnterTransition(to);
|
||||
}
|
||||
|
||||
private void ExitTransition(FightState from)
|
||||
{
|
||||
EmitSignalExitingTransition(from);
|
||||
}
|
||||
|
||||
private void EnterTransition(FightState to)
|
||||
{
|
||||
EmitSignalEnteringTransition(to);
|
||||
switch (to)
|
||||
{
|
||||
case FightState.FightStartAnim:
|
||||
EnterFightStartAnim();
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void EnterFightStartAnim()
|
||||
{
|
||||
GetTree().CreateTimer(1).Timeout += () => CurrentFightState = FightState.Input;
|
||||
}
|
||||
|
||||
public void ToStartAnim()
|
||||
{
|
||||
CurrentFightState = FightState.FightStartAnim;
|
||||
}
|
||||
|
||||
public bool IsRunning()
|
||||
{
|
||||
return CurrentFightState != FightState.None;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://oe1uypehqvr7
|
||||
@@ -0,0 +1,181 @@
|
||||
using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class Fighter : Node2D
|
||||
{
|
||||
[Export] public string name;
|
||||
[Export] public int maxHealth;
|
||||
[Export] public int attackStrength;
|
||||
[Export] public int maxActions = 1;
|
||||
|
||||
[ExportCategory("References")]
|
||||
[Export] private Node2D _attackButtons;
|
||||
[Export] private Node2D _targetButtons;
|
||||
[Export] private Node2D _targetMarker;
|
||||
[Export] private Label _healthText;
|
||||
[Export] private Node2D _visualSprite;
|
||||
|
||||
[Signal] public delegate void DamageTakenEventHandler();
|
||||
[Signal] public delegate void AttackingEventHandler();
|
||||
[Signal] public delegate void DyingEventHandler();
|
||||
[Signal] public delegate void HealedEventHandler();
|
||||
|
||||
|
||||
private int _health;
|
||||
private int _actions;
|
||||
|
||||
|
||||
public FightInstance fightInstance;
|
||||
public int Health
|
||||
{
|
||||
get => _health;
|
||||
set
|
||||
{
|
||||
_health = value;
|
||||
if (_health <= 0)
|
||||
{
|
||||
_health = 0;
|
||||
Die();
|
||||
}
|
||||
if (_health > maxHealth)
|
||||
{
|
||||
_health = maxHealth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
_visualSprite.Scale = new Vector2(1, 0.3f);
|
||||
EmitSignalDying();
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Health = maxHealth;
|
||||
UpdateHealthVisual();
|
||||
ResetActions();
|
||||
}
|
||||
|
||||
public void Attack()
|
||||
{
|
||||
fightInstance.SelectAttack(this);
|
||||
}
|
||||
|
||||
public void HideAttackButton()
|
||||
{
|
||||
_attackButtons.Hide();
|
||||
}
|
||||
|
||||
public void ShowAttackButton()
|
||||
{
|
||||
_attackButtons.Show();
|
||||
}
|
||||
|
||||
public void HideTargetButtons()
|
||||
{
|
||||
_targetButtons.Hide();
|
||||
}
|
||||
|
||||
public void ShowTargetButtons()
|
||||
{
|
||||
_targetButtons.Show();
|
||||
}
|
||||
|
||||
public void TargetMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
|
||||
{
|
||||
if (inputEvent.IsPressed())
|
||||
ClickedTarget();
|
||||
}
|
||||
|
||||
public void AttackMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
|
||||
{
|
||||
if (inputEvent.IsPressed())
|
||||
ClickedAttack();
|
||||
}
|
||||
|
||||
public void HealMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
|
||||
{
|
||||
if (inputEvent.IsPressed())
|
||||
ClickedHeal();
|
||||
}
|
||||
|
||||
private void ClickedAttack()
|
||||
{
|
||||
fightInstance.SelectAttack(this);
|
||||
}
|
||||
|
||||
private void ClickedHeal()
|
||||
{
|
||||
fightInstance.SelectHeal(this);
|
||||
}
|
||||
|
||||
private void ClickedTarget()
|
||||
{
|
||||
fightInstance.SelectTargetAndAttack(this);
|
||||
}
|
||||
|
||||
public void StartHoverTarget()
|
||||
{
|
||||
_targetMarker.Visible = true;
|
||||
}
|
||||
|
||||
public void EndHoverTarget()
|
||||
{
|
||||
_targetMarker.Visible = false;
|
||||
}
|
||||
|
||||
public void UpdateHealthVisual()
|
||||
{
|
||||
_healthText.Text = $"{Health}/{maxHealth}";
|
||||
}
|
||||
|
||||
public void AttackAnimation(FightAttack attack)
|
||||
{
|
||||
EmitSignalAttacking();
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "global_position", attack.target.GlobalPosition, 0.15);
|
||||
tween.TweenCallback(Callable.From(() => attack.target?.HitAnimation(attack)));
|
||||
tween.TweenProperty(this, "position", new Vector2(0, 0), 0.7)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
|
||||
}
|
||||
|
||||
private void HitAnimation(FightAttack attack)
|
||||
{
|
||||
EmitSignalDamageTaken();
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "scale", new Vector2(1.4f, 0.6f), 0.15);
|
||||
tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
}
|
||||
|
||||
public bool IsDead()
|
||||
{
|
||||
return Health <= 0;
|
||||
}
|
||||
|
||||
public void ResetActions()
|
||||
{
|
||||
_actions = maxActions;
|
||||
}
|
||||
|
||||
public bool HasActionsLeft()
|
||||
{
|
||||
return _actions > 0;
|
||||
}
|
||||
|
||||
public void DecrementActions()
|
||||
{
|
||||
_actions--;
|
||||
}
|
||||
|
||||
public void HealAnimation()
|
||||
{
|
||||
EmitSignalHealed();
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "scale", new Vector2(0.6f, 1.4f), 0.15);
|
||||
tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://by88f32fou7lh
|
||||
@@ -4,13 +4,13 @@ namespace Babushka.scripts.CSharp.Common.NPC;
|
||||
|
||||
public partial class TalkingCharacter : Node2D
|
||||
{
|
||||
[Export] private AnimatedSprite2D _sprite;
|
||||
[Export] private AnimatedSprite2D? _sprite;
|
||||
[Export] private string[] _timelinesToPlay;
|
||||
|
||||
|
||||
|
||||
|
||||
private bool _isTalking = true;
|
||||
private int _timelineIndex = 0;
|
||||
|
||||
|
||||
[Signal] public delegate void TalkingEventHandler(string timelineName);
|
||||
|
||||
public override void _Ready()
|
||||
@@ -22,16 +22,19 @@ public partial class TalkingCharacter : Node2D
|
||||
{
|
||||
if (_isTalking || _timelineIndex >= _timelinesToPlay.Length)
|
||||
{
|
||||
_sprite.Animation = "idle";
|
||||
if (_sprite != null)
|
||||
_sprite.Animation = "idle";
|
||||
_isTalking = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
_sprite.Animation = "talk";
|
||||
if (_sprite != null)
|
||||
_sprite.Animation = "talk";
|
||||
_isTalking = true;
|
||||
EmitSignal(SignalName.Talking, _timelinesToPlay[_timelineIndex]);
|
||||
_timelineIndex++;
|
||||
}
|
||||
_sprite.Play();
|
||||
if (_sprite != null)
|
||||
_sprite.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Data.SqlTypes;
|
||||
using System.Linq;
|
||||
using System.Xml.Schema;
|
||||
namespace Babushka.scripts.CSharp.Common.Util;
|
||||
|
||||
public static class LinqExtras
|
||||
{
|
||||
public static void ForEach<T>(this IEnumerable<T> self, Action<T> action)
|
||||
{
|
||||
foreach (var t in self)
|
||||
{
|
||||
action.Invoke(t);
|
||||
}
|
||||
}
|
||||
|
||||
public static T? Random<T>(this IEnumerable<T> self)
|
||||
{
|
||||
var selfList = self.ToList();
|
||||
if (selfList.Count == 0) return default;
|
||||
if (selfList.Count == 1) return selfList[0];
|
||||
var randomIndex = new Random().Next(0, selfList.Count);
|
||||
return selfList[randomIndex];
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://clcirtaf47g5p
|
||||
Reference in New Issue
Block a user