Added minigame label for each region

pull/22/head
jonathan 3 months ago
parent 8bb1c22549
commit cd235248c6

@ -16,10 +16,27 @@ shader_parameter/smoothWidth = 0.0052
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_0navw"]
size = Vector2(400, 400)
[node name="RegionVisual" type="Node2D" node_paths=PackedStringArray("_sliceSprite")]
[node name="RegionVisual" type="Node2D" node_paths=PackedStringArray("_sliceSprite", "_textLabel", "_labelPivot")]
script = ExtResource("1_4ymj8")
_sliceSprite = NodePath("Sprite2D")
_textLabel = NodePath("LabelPivot/Label")
_labelPivot = NodePath("LabelPivot")
[node name="Sprite2D" type="Sprite2D" parent="."]
material = SubResource("ShaderMaterial_86pvs")
texture = SubResource("PlaceholderTexture2D_0navw")
[node name="LabelPivot" type="Node2D" parent="."]
[node name="Label" type="Label" parent="LabelPivot"]
custom_minimum_size = Vector2(100, 40)
offset_left = -50.0
offset_top = -240.0
offset_right = 50.0
offset_bottom = -200.0
pivot_offset = Vector2(50, 20)
size_flags_horizontal = 0
theme_override_font_sizes/font_size = 21
text = "test"
horizontal_alignment = 1
vertical_alignment = 1

@ -25,12 +25,12 @@ public partial class FightMinigameHandler : Node
if(currentDetail is not MinigameActionDetail minigameDetail) return;
_minigameController.Run(new MinigameController.Builder<int>()
.AddRegion(4)
.AddRegion(0).RegionWithProportion(1.5f)
.AddRegion(8).RegionWithProportion(0.5f)
.AddRegion(0).RegionWithProportion(1.5f)
.AddRegion(3)
.AddRegion(5)
.AddRegion(4).RegionWithText("4")
.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0")
.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8")
.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0")
.AddRegion(3).RegionWithText("3")
.AddRegion(5).RegionWithText("5")
.WithHitCount(3)
).ContinueWith(task =>
{

@ -16,6 +16,7 @@ public partial class MinigameController : Node2D
{
public required T value;
public float proportion = 1f;
public string text = "";
}
public enum DoubleHitHandling
@ -46,6 +47,15 @@ public partial class MinigameController : Node2D
return this;
}
public Builder<T> RegionWithText(string text)
{
if (regions.Count == 0)
throw new InvalidOperationException("No region to set text for");
regions.Last().text = text;
return this;
}
// general settings
public Builder<T> WithDoubleHitHandling(DoubleHitHandling handling)
{
@ -151,7 +161,7 @@ public partial class MinigameController : Node2D
var normalisedAngleEnd = (regionSum + region.proportion) / totalRegionProportion;
var normalAngles = new Vector2(normalisedAngleStart, normalisedAngleEnd);
regionVisual.Setup(normalAngles, _baseRegionColor.RandomHue());
regionVisual.Setup(normalAngles, _baseRegionColor.RandomHue(),region.text);
regionSum += region.proportion;

@ -4,16 +4,25 @@ using System;
public partial class RegionVisual : Node
{
[Export] private Sprite2D _sliceSprite;
[Export] private Label _textLabel;
[Export] private Node2D _labelPivot;
public override void _EnterTree()
{
//_sliceSprite.Material = new Material()
}
public void Setup(Vector2 normalAngles, Color color)
public void Setup(Vector2 normalAngles, Color color, string regionText)
{
var mat = (_sliceSprite.Material as ShaderMaterial)!;
mat.SetShaderParameter("angles", normalAngles);
mat.SetShaderParameter("fillColor", color);
var averageAngleRadians = (normalAngles.X + normalAngles.Y) * float.Pi; // '/ 2' from the average and '* 2' from the radians cancel out
_labelPivot.Rotation = averageAngleRadians;
_textLabel.Rotation = -averageAngleRadians;
_textLabel.Text = regionText;
}
}
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