SupaLidlGame/Characters/Player.cs

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2.7 KiB
C#
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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Utils;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.Characters;
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[Scene]
public sealed partial class Player : Character
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{
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private string _spriteAnim;
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[Export]
public PlayerCamera Camera { get; set; }
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[Export]
public Marker2D DirectionMarker { get; private set; }
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[Export]
public AnimationTree AnimationTree { get; private set; }
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public InteractionRay InteractionRay { get; private set; }
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public override void _Ready()
{
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InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
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base._Ready();
Inventory.UsedItem += (Items.Item item) =>
{
if (item is Items.Weapons.Sword)
{
AttackAnimation.Play("sword");
}
};
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HealthChanged += (args) =>
{
var signal = Events.EventBus.SignalName.PlayerHealthChanged;
this.GetEventBus().EmitSignal(signal, args);
};
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}
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public override void _Process(double delta)
{
base._Process(delta);
}
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public override void _Input(InputEvent @event)
{
if (StateMachine != null)
{
StateMachine.Input(@event);
}
}
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/// <summary>
/// Respawns the player with full health and plays spawn animation
/// </summary>
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public void Spawn()
{
Health = 100;
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HurtAnimation.Play("spawn");
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}
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public override void ModifyVelocity()
{
base.ModifyVelocity();
}
public override void Stun(float time)
{
base.Stun(time);
Camera.Shake(2, 0.8f);
// TODO: implement visual effects for stun
}
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protected override void OnReceivedDamage(
float damage,
Character inflictor,
float knockback,
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Items.Weapon weapon = null,
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Vector2 knockbackDir = default)
{
if (damage >= 10 && IsAlive)
{
Camera.Shake(2, 0.5f);
}
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GetNode<GpuParticles2D>("Effects/HurtParticles")
.SetDirection(knockbackDir);
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base.OnReceivedDamage(damage,
inflictor,
knockback,
weapon,
knockbackDir);
}
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public override void Die()
{
HurtAnimation.Play("death");
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}
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protected override void DrawTarget()
{
base.DrawTarget();
DirectionMarker.GlobalRotation = DirectionMarker.GlobalPosition
.DirectionTo(GetGlobalMousePosition())
.Angle();
}
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public override void Footstep()
{
GetNode<AudioStreamPlayer2D>("Effects/Footstep")
.OnWorld()
.WithPitchDeviation(0.125f)
.Play();
}
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}