SupaLidlGame/Utils/PlayerStats.cs

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using Godot;
using SupaLidlGame.Events;
namespace SupaLidlGame.Utils;
public partial class PlayerStats : CharacterStats
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{
public const int MAX_XP_PER_LEVEL = 4;
public const int MAX_LEVELS = 4;
public DoubleValue XP { get; set; }
public IntValue Level { get; set; }
public double XPDecayVelocity { get; set; } = 1;
protected bool _shouldDecayXP = true;
protected Timer _xpDecayTimer;
public override void _Ready()
{
base._Ready();
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XP = GetNode<DoubleValue>("XP");
Level = GetNode<IntValue>("Level");
if (XP is null)
{
XP = new DoubleValue();
AddChild(XP);
}
if (Level is null)
{
Level = new IntValue();
AddChild(Level);
}
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_xpDecayTimer = new Timer();
_xpDecayTimer.Timeout += () => _shouldDecayXP = true;
_xpDecayTimer.Stop();
AddChild(_xpDecayTimer);
var bus = EventBus.Instance;
XP.Changed += (oldValue, newValue) =>
{
bus.EmitSignal(EventBus.SignalName.PlayerXPChanged, newValue);
};
Level.Changed += (oldValue, newValue) =>
{
bus.EmitSignal(EventBus.SignalName.PlayerLevelChanged, newValue);
};
bus.PlayerHit += (args) =>
{
double xp = XP.Value;
xp += args.Weapon?.PlayerLevelGain ?? 0;
if (xp >= MAX_XP_PER_LEVEL)
{
int deltaLevel = (int)(xp / MAX_XP_PER_LEVEL);
xp %= MAX_XP_PER_LEVEL;
Level.Value = Mathf.Min(Level.Value + deltaLevel, MAX_LEVELS);
}
if (Level.Value == MAX_LEVELS)
{
// if max level, can only go up to 1 xp
xp = Mathf.Min(xp, 1);
}
XP.Value = xp;
_shouldDecayXP = false;
_xpDecayTimer.Start(1);
};
}
public override void _Process(double delta)
{
base._Process(delta);
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if (_shouldDecayXP)
{
XP.Value = Mathf.MoveToward(XP.Value, 1, XPDecayVelocity * delta);
}
}
}