change parry to use stagger instead of direct stun

pull/36/head
HumanoidSandvichDispenser 2024-03-29 16:17:19 -07:00
parent fc5ea41e3a
commit 341f5137eb
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
7 changed files with 32 additions and 15 deletions

View File

@ -27,7 +27,7 @@ public partial class Character : CharacterBody2D, IFaction
}
[Export]
public CharacterStats Stats { get; private set; }
public CharacterStats Stats { get; protected set; }
[Signal]
public delegate void HealthChangedEventHandler(Events.HealthChangedArgs args);
@ -115,7 +115,7 @@ public partial class Character : CharacterBody2D, IFaction
if (Stats is not null)
{
Stats.Stagger += (double time) =>
Stats.Stagger += (double time, float staggerDamage) =>
{
Stun(time);
};

View File

@ -42,7 +42,6 @@ public sealed partial class Player : Character
[Export]
public AnimationTree AnimationTree { get; private set; }
[Export]
public new PlayerStats Stats { get; private set; }
public InteractionRay InteractionRay { get; private set; }
@ -54,8 +53,10 @@ public sealed partial class Player : Character
_characterEffects = GetNode<Node2D>("%CharacterEffects");
_targetTracer = GetNode<TargetTracer>("%TargetTracer");
base.Stats = GetNode<PlayerStats>("Stats");
Stats = (PlayerStats)base.Stats;
base._Ready();
Stats = GetNode<PlayerStats>("Stats");
Inventory.UsedItem += (Items.Item item) =>
{

View File

@ -10,5 +10,7 @@ public interface IParryable
public ulong ParryTimeOrigin { get; }
public void Stun();
public float BlockForce { get; }
public void Stun(float blockForce);
}

View File

@ -62,6 +62,9 @@ public partial class Sword : Weapon, IParryable
public ulong ParryTimeOrigin { get; protected set; }
[Export]
public float BlockForce { get; set; } = 1;
private Tween _currentTween;
private AnimationNodeStateMachinePlayback _playback;
@ -214,7 +217,7 @@ public partial class Sword : Weapon, IParryable
{
// our character was parried
ParryParticles.CloneOnWorld<GpuParticles2D>().EmitOneShot();
Stun();
Stun(otherParryable.BlockForce);
if (otherParryable is Sword sword)
{
@ -235,12 +238,13 @@ public partial class Sword : Weapon, IParryable
/// Stuns the wepaon holder. This is unique to swords and melee weapons
/// if they can parry.
/// </summary>
public void Stun()
public void Stun(float blockForce)
{
IsParried = true;
AnimationPlayer.SpeedScale = 0.25f;
Character.Stun(2);
GetNode<AudioStreamPlayer2D>("ParrySound")
Character.Stats.AddStaggerDamage(Damage * blockForce);
// optionally play parry sound
GetNode<AudioStreamPlayer2D>("ParrySound")?
.OnWorld()
.WithPitchDeviation(0.125f)
.PlayOneShot();

View File

@ -25,9 +25,13 @@ public partial class SwordBlockState : WeaponState
private bool _isAlternate = false;
private float _oldBlockForce;
public override WeaponState Enter(IState<WeaponState> prevState)
{
Sword.EnableParry(ulong.MaxValue);
_oldBlockForce = Sword.BlockForce;
Sword.BlockForce *= 4;
_useDuration = Sword.UseAltTime;
_attackDuration = Sword.AttackAltTime;
@ -55,6 +59,12 @@ public partial class SwordBlockState : WeaponState
public override void Exit(IState<WeaponState> nextState)
{
if (nextState == IdleState)
{
Sword.AnimationPlayer.Play("RESET");
}
Sword.BlockForce = _oldBlockForce;
Deattack();
HasBlocked = false;
}
@ -71,7 +81,6 @@ public partial class SwordBlockState : WeaponState
if ((_useDuration -= delta) <= 0)
{
Sword.AnimationPlayer.Play("RESET");
return IdleState;
}

View File

@ -8,7 +8,6 @@ public partial class StunEffect : ColorRect
{
Events.EventBus.Instance.PlayerStun += () =>
{
GD.Print("PLAYER STUNNED!!!");
GetNode<AnimationPlayer>("AnimationPlayer").Play("tighten");
};
}

View File

@ -16,7 +16,7 @@ public partial class CharacterStats : Node
public double MaxStagger { get; set; } = 25;
[Signal]
public delegate void StaggerEventHandler(double time);
public delegate void StaggerEventHandler(double time, float damage);
public bool ShouldStagger => StaggerDamage.Value >= MaxStagger;
@ -42,10 +42,12 @@ public partial class CharacterStats : Node
public void AddStaggerDamage(float damage)
{
StaggerDamage.Value += damage * StaggerCoefficient;
float delta = damage * (float)StaggerCoefficient;
StaggerDamage.Value += delta;
if (StaggerDamage.Value >= MaxStagger)
{
EmitSignal(SignalName.Stagger, 1);
EmitSignal(SignalName.Stagger, 1, delta);
StaggerDamage.Value = 0;
}
else
{