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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 996470f5e6 |
@@ -54,7 +54,6 @@ _minigameController = NodePath("Minigame")
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[node name="Minigame" parent="MinigameHandler" instance=ExtResource("8_2b3cf")]
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process_mode = 4
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visible = false
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position = Vector2(23, -29)
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[node name="SwitchSceneOnFightEnd" type="Node" parent="." node_paths=PackedStringArray("_fightSceneSwitcher")]
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script = ExtResource("10_qqd8u")
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@@ -1760,6 +1760,7 @@ metadata/SaveID = "7a8210bf-479d-4b4c-9758-98d23e59d5d7"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 6
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField" index="7"]
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visible = false
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@@ -1780,6 +1781,7 @@ metadata/SaveID = "a1d8a0a2-c51c-4410-83c3-0edb31cbf2de"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField2/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 6
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField2" index="7"]
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visible = false
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@@ -1800,6 +1802,7 @@ metadata/SaveID = "79a65532-cb2b-4268-8eb0-8c41a3935cbb"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField3/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 5
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField3" index="7"]
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visible = false
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@@ -1821,6 +1824,7 @@ metadata/SaveID = "13fa64a3-01dc-4fd8-822e-0839c0da3163"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField4/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 7
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField4" index="7"]
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visible = false
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@@ -1842,6 +1846,7 @@ metadata/SaveID = "414ecdb9-f3c4-4fb9-81bd-6ca575784f78"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField5/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 6
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField5" index="7"]
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visible = false
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@@ -1863,6 +1868,7 @@ metadata/SaveID = "b235febb-b231-4f8c-94e9-1f9d9f115b08"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField6/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 1
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_field = NodePath("../..")
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_daysWatered = 5
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField6" index="7"]
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visible = false
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@@ -1884,6 +1890,7 @@ metadata/SaveID = "9ccdba91-812a-4c13-9ee0-12472e174fc9"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField7/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 6
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField7" index="7"]
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visible = false
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@@ -1905,6 +1912,7 @@ metadata/SaveID = "da44e54a-0b76-4888-ad8b-782a9d146fa3"
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[node name="Beet2" parent="YSorted/Farm visuals/FieldParent/BaseField8/FieldBehaviour/PlantPlaceholder" index="0" node_paths=PackedStringArray("_field") instance=ExtResource("41_vyqmy")]
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_state = 2
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_field = NodePath("../..")
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_daysWatered = 6
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[node name="FieldActivator" parent="YSorted/Farm visuals/FieldParent/BaseField8" index="7"]
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visible = false
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@@ -244,6 +244,9 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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Dictionary<string, Variant> save = SavegameService.GetSaveData(id);
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// if we already have a plant, don't instantiate another one
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int plantCount = PlantingPlaceholder.GetChildCount();
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if (save.Count > 0)
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{
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// get plant first because it's also relevant for the field state
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@@ -253,12 +256,16 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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if (plantDataDict.TryGetValue("prefab_path", out Variant prefabPathVar))
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{
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if(plantCount == 0)
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InstantiatePlant(prefabPathVar.AsString());
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else
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_currentPlant = PlantingPlaceholder.GetChild(0) as PlantBehaviour2D;
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}
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else
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{
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return;
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}
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if (plantDataDict.TryGetValue("plant_start_day", out Variant plantStartDay) && _currentPlant != null)
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{
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_currentPlant.DayPlanted = plantStartDay.AsInt32();
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@@ -27,6 +27,7 @@ public partial class PlantBehaviour2D : Node2D
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[ExportGroup("PlantConfig")]
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[Export] private string _prefabPath;
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[Export] private VariableNode _lifecycle;
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[Export] private int _daysWatered;
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private string _magicWordDialogicEventName = "MagicWord";
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private Sprite2D? _currentPlantSprite = null;
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@@ -34,7 +35,6 @@ public partial class PlantBehaviour2D : Node2D
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private bool _calledOnReady = false;
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private int _dayPlanted;
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private int _currentDay;
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private int _daysWatered;
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public PlantState State
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{
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@@ -1,21 +1,20 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Babushka.scripts.CSharp.Common.Fight;
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using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
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using Babushka.scripts.CSharp.Common.Minigame;
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using Godot;
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using static Babushka.scripts.CSharp.Common.Minigame.MinigameController.RegionTheme;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightMinigameHandler : Node
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{
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#region Shortcuts
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private FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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#endregion
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[Export] private MinigameController _minigameController = null!;
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[Export] private MinigameController _minigameController;
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public void OnStateEnter(FightHappening.FightState to)
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@@ -25,20 +24,13 @@ public partial class FightMinigameHandler : Node
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var currentDetail = HappeningData.actionStaging!.CurrentDetail();
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if(currentDetail is not MinigameActionDetail minigameDetail) return;
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var region1 = R(2, 4);
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var region2 = R([0, 1, 1, 2]);
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var region3 = R([7, 8, 9, 9]);
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var region4 = R([0, 1, 1, 2]);
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var region5 = R(2, 4);
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var region6 = R(4, 6);
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_minigameController.Run(new MinigameController.Builder<int>()
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.AddRegion(region1).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region1.ToString()).RegionWithTheme(Normal)
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.AddRegion(region2).RegionWithProportion(R(1, 1.8)).RegionWithText(region2.ToString()).RegionWithTheme(Bad)
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.AddRegion(region3).RegionWithProportion(R(0.3, 1)).RegionWithText(region3.ToString()).RegionWithTheme(VeryGood)
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.AddRegion(region4).RegionWithProportion(R(1, 1.8)).RegionWithText(region4.ToString()).RegionWithTheme(Bad)
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.AddRegion(region5).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region5.ToString()).RegionWithTheme(NormalAlt1)
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.AddRegion(region6).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region6.ToString()).RegionWithTheme(NormalAlt2)
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.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
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.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
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.WithHitCount(3)
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).ContinueWith(task =>
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{
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@@ -48,25 +40,4 @@ public partial class FightMinigameHandler : Node
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FightHappening.Instance.CallDeferred("DetailFilled");
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});
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}
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#region Utils
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// this is to make the minigame set up a bit less convoluted
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private static int R(int min, int max)
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{
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return GD.RandRange(min, max);
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}
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private static float R(double min, double max)
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{
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return (float)GD.RandRange(min, max);
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}
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private static int R(List<int> list)
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{
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return list[GD.RandRange(0, list.Count - 1)];
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}
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#endregion
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}
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Reference in New Issue
Block a user