refactor file scoped namespace

pull/3/head
John Montagu, the 4th Earl of Sandvich 2023-06-03 18:21:46 -07:00
parent 96fd6f5c26
commit 706354e813
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
48 changed files with 2118 additions and 2166 deletions

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@ -1,11 +1,10 @@
using Godot; using Godot;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
namespace SupaLidlGame.BoundingBoxes namespace SupaLidlGame.BoundingBoxes;
public abstract partial class BoundingBox : Area2D, IFaction
{ {
public abstract partial class BoundingBox : Area2D, IFaction
{
[Export] [Export]
public ushort Faction { get; set; } public ushort Faction { get; set; }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using System; using System;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
namespace SupaLidlGame.BoundingBoxes namespace SupaLidlGame.BoundingBoxes;
public partial class ConnectorBox : Area2D
{ {
public partial class ConnectorBox : Area2D
{
[Signal] [Signal]
public delegate void RequestedEnterEventHandler( public delegate void RequestedEnterEventHandler(
ConnectorBox box, ConnectorBox box,
@ -68,5 +68,4 @@ namespace SupaLidlGame.BoundingBoxes
base._Process(delta); base._Process(delta);
} }
}
} }

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@ -3,10 +3,10 @@ using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Items; using SupaLidlGame.Items;
namespace SupaLidlGame.BoundingBoxes namespace SupaLidlGame.BoundingBoxes;
public partial class Hitbox : BoundingBox
{ {
public partial class Hitbox : BoundingBox
{
private HashSet<BoundingBox> _ignoreList = new HashSet<BoundingBox>(); private HashSet<BoundingBox> _ignoreList = new HashSet<BoundingBox>();
[Signal] [Signal]
@ -101,5 +101,4 @@ namespace SupaLidlGame.BoundingBoxes
{ {
get => _ignoreList; get => _ignoreList;
} }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
namespace SupaLidlGame.BoundingBoxes namespace SupaLidlGame.BoundingBoxes;
public partial class Hurtbox : BoundingBox, IFaction
{ {
public partial class Hurtbox : BoundingBox, IFaction
{
[Signal] [Signal]
public delegate void ReceivedDamageEventHandler( public delegate void ReceivedDamageEventHandler(
float damage, float damage,
@ -36,5 +36,4 @@ namespace SupaLidlGame.BoundingBoxes
knockback, knockback,
knockbackOrigin, knockbackVector); knockbackOrigin, knockbackVector);
} }
}
} }

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@ -4,10 +4,10 @@ using SupaLidlGame.Items;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
using SupaLidlGame.State.Character; using SupaLidlGame.State.Character;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters;
public partial class Character : CharacterBody2D, IFaction
{ {
public partial class Character : CharacterBody2D, IFaction
{
[Export] [Export]
public float Speed { get; protected set; } = 32.0f; public float Speed { get; protected set; } = 32.0f;
@ -220,5 +220,4 @@ namespace SupaLidlGame.Characters
sound.At(GlobalPosition).WithPitchDeviation(0.125f).Play(); sound.At(GlobalPosition).WithPitchDeviation(0.125f).Play();
} }
} }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using System; using System;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters;
public partial class Enemy : NPC
{ {
public partial class Enemy : NPC
{
public override void _Ready() public override void _Ready()
{ {
Inventory.SelectedItem = Inventory.GetNode<Items.Item>("Sword"); Inventory.SelectedItem = Inventory.GetNode<Items.Item>("Sword");
@ -15,5 +15,4 @@ namespace SupaLidlGame.Characters
{ {
base.Die(); base.Die();
} }
}
} }

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@ -3,10 +3,10 @@ using SupaLidlGame.Extensions;
using SupaLidlGame.Items; using SupaLidlGame.Items;
using System; using System;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters;
public partial class NPC : Character
{ {
public partial class NPC : Character
{
/// <summary> /// <summary>
/// Time in seconds it takes for the NPC to think FeelsDankCube /// Time in seconds it takes for the NPC to think FeelsDankCube
/// </summary> /// </summary>
@ -225,5 +225,4 @@ namespace SupaLidlGame.Characters
} }
} }
} }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
namespace SupaLidlGame.Characters namespace SupaLidlGame.Characters;
public partial class Player : Character
{ {
public partial class Player : Character
{
private AnimatedSprite2D _sprite; private AnimatedSprite2D _sprite;
private string _spriteAnim; private string _spriteAnim;
@ -18,8 +18,8 @@ namespace SupaLidlGame.Characters
{ {
// the Player.Animation property might be set before this node is // the Player.Animation property might be set before this node is
// even ready, so if _sprite is null, then we just hold the new // even ready, so if _sprite is null, then we just hold the new
// animation in a temp value, which will be assigned once this // animation in a temp value, which will be assigned once this node
// node is ready // is ready
if (_sprite is null) if (_sprite is null)
{ {
_spriteAnim = value; _spriteAnim = value;
@ -61,5 +61,4 @@ namespace SupaLidlGame.Characters
GD.Print("died"); GD.Print("died");
//base.Die(); //base.Die();
} }
}
} }

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@ -1,10 +1,9 @@
namespace SupaLidlGame.Characters.Thinkers namespace SupaLidlGame.Characters.Thinkers;
public class Thinker
{ {
public class Thinker
{
public virtual void Think() public virtual void Think()
{ {
} }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using System; using System;
namespace SupaLidlGame.Entities namespace SupaLidlGame.Entities;
public partial class Campfire : StaticBody2D
{ {
public partial class Campfire : StaticBody2D
{
private PointLight2D _light; private PointLight2D _light;
[Signal] [Signal]
@ -20,5 +20,4 @@ namespace SupaLidlGame.Entities
_light.Energy += (GD.Randf() - 0.5f) * 8 * (float)delta; _light.Energy += (GD.Randf() - 0.5f) * 8 * (float)delta;
_light.Energy = Math.Clamp(_light.Energy, 1.2f, 2.0f); _light.Energy = Math.Clamp(_light.Energy, 1.2f, 2.0f);
} }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using SupaLidlGame.BoundingBoxes; using SupaLidlGame.BoundingBoxes;
namespace SupaLidlGame.Entities namespace SupaLidlGame.Entities;
public partial class Projectile : RigidBody2D
{ {
public partial class Projectile : RigidBody2D
{
public Vector2 Velocity => Direction * Speed; public Vector2 Velocity => Direction * Speed;
[Export] [Export]
@ -48,5 +48,4 @@ namespace SupaLidlGame.Entities
); );
} }
} }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using System; using System;
using SupaLidlGame.Utils; using SupaLidlGame.Utils;
namespace SupaLidlGame.Extensions namespace SupaLidlGame.Extensions;
public static class AudioStreamPlayer2DExtensions
{ {
public static class AudioStreamPlayer2DExtensions
{
public static AudioStreamPlayer2D Clone( public static AudioStreamPlayer2D Clone(
this AudioStreamPlayer2D audio) this AudioStreamPlayer2D audio)
{ {
@ -69,5 +69,4 @@ namespace SupaLidlGame.Extensions
audio.PitchScale = (float)GD.Randfn(audio.PitchScale, deviation); audio.PitchScale = (float)GD.Randfn(audio.PitchScale, deviation);
return audio; return audio;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.Extensions namespace SupaLidlGame.Extensions;
public static class NodeExtensions
{ {
public static class NodeExtensions
{
/// <summary> /// <summary>
/// Iterates through each ancestor until it finds an ancestor of type /// Iterates through each ancestor until it finds an ancestor of type
/// <c>T</c> /// <c>T</c>
@ -37,5 +37,4 @@ namespace SupaLidlGame.Extensions
{ {
return node.GetNode(name) as T; return node.GetNode(name) as T;
} }
}
} }

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@ -1,13 +1,12 @@
using Godot; using Godot;
namespace SupaLidlGame.Extensions namespace SupaLidlGame.Extensions;
public static class Node2DExtensions
{ {
public static class Node2DExtensions
{
public static void RayCast(this Node2D node, Vector2 ray) public static void RayCast(this Node2D node, Vector2 ray)
{ {
//var spaceState = node.GetWorld2d().DirectSpaceState; //var spaceState = node.GetWorld2d().DirectSpaceState;
//var result = spaceState.IntersectRay(); //var result = spaceState.IntersectRay();
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.Extensions namespace SupaLidlGame.Extensions;
public static class Vector2Extensions
{ {
public static class Vector2Extensions
{
public static Vector2 Midpoint(this Vector2 vector, Vector2 other) public static Vector2 Midpoint(this Vector2 vector, Vector2 other)
{ {
return new Vector2((vector.X + other.X) / 2, return new Vector2((vector.X + other.X) / 2,
@ -37,5 +37,4 @@ namespace SupaLidlGame.Extensions
{ {
return new Vector2(vector.Y, -vector.X); return new Vector2(vector.Y, -vector.X);
} }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
using Godot.Collections; using Godot.Collections;
namespace SupaLidlGame.Items namespace SupaLidlGame.Items;
public partial class Inventory : Node2D
{ {
public partial class Inventory : Node2D
{
public Character Character { get; private set; } public Character Character { get; private set; }
[Export] [Export]
@ -142,5 +142,4 @@ namespace SupaLidlGame.Items
var e = SelectedItem = item; var e = SelectedItem = item;
throw new System.NotImplementedException(); throw new System.NotImplementedException();
} }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
namespace SupaLidlGame.Items namespace SupaLidlGame.Items;
public abstract partial class Item : Node2D
{ {
public abstract partial class Item : Node2D
{
[Export] [Export]
public string ItemName { get; set; } public string ItemName { get; set; }
@ -49,5 +49,4 @@ namespace SupaLidlGame.Items
public abstract void Use(); public abstract void Use();
public abstract void Deuse(); public abstract void Deuse();
}
} }

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@ -2,10 +2,10 @@ using Godot;
using SupaLidlGame.BoundingBoxes; using SupaLidlGame.BoundingBoxes;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
namespace SupaLidlGame.Items namespace SupaLidlGame.Items;
public abstract partial class Weapon : Item
{ {
public abstract partial class Weapon : Item
{
public double RemainingUseTime { get; protected set; } = 0; public double RemainingUseTime { get; protected set; } = 0;
public override bool IsUsing => RemainingUseTime > 0; public override bool IsUsing => RemainingUseTime > 0;
@ -106,5 +106,4 @@ namespace SupaLidlGame.Items
hurtbox.InflictDamage(Damage, Character, Knockback); hurtbox.InflictDamage(Damage, Character, Knockback);
} }
} }
}
} }

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@ -1,10 +1,9 @@
namespace SupaLidlGame.Items.Weapons namespace SupaLidlGame.Items.Weapons;
public interface IParryable
{ {
public interface IParryable
{
public bool IsParryable { get; } public bool IsParryable { get; }
public bool IsParried { get; } public bool IsParried { get; }
public ulong ParryTimeOrigin { get; } public ulong ParryTimeOrigin { get; }
public void Stun(); public void Stun();
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
namespace SupaLidlGame.Items.Weapons namespace SupaLidlGame.Items.Weapons;
public partial class Railgun : Ranged
{ {
public partial class Railgun : Ranged
{
public override void Attack() public override void Attack()
{ {
// create projectile // create projectile
@ -18,5 +18,4 @@ namespace SupaLidlGame.Items.Weapons
this.GetAncestor<SupaLidlGame.Scenes.Map>() this.GetAncestor<SupaLidlGame.Scenes.Map>()
.Entities.AddChild(projectile); .Entities.AddChild(projectile);
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.Items.Weapons namespace SupaLidlGame.Items.Weapons;
public abstract partial class Ranged : Weapon
{ {
public abstract partial class Ranged : Weapon
{
[Export] [Export]
public float AngleDeviation { get; set; } public float AngleDeviation { get; set; }
@ -39,5 +39,4 @@ namespace SupaLidlGame.Items.Weapons
} }
public abstract void Attack(); public abstract void Attack();
}
} }

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@ -4,10 +4,10 @@ using SupaLidlGame.Characters;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
using SupaLidlGame.State.Weapon; using SupaLidlGame.State.Weapon;
namespace SupaLidlGame.Items.Weapons namespace SupaLidlGame.Items.Weapons;
public partial class Sword : Weapon, IParryable
{ {
public partial class Sword : Weapon, IParryable
{
public bool IsAttacking { get; protected set; } public bool IsAttacking { get; protected set; }
public override bool IsUsing => StateMachine.CurrentState public override bool IsUsing => StateMachine.CurrentState
@ -233,5 +233,4 @@ namespace SupaLidlGame.Items.Weapons
{ {
AnimationTree.Set("parameters/conditions/" + condition, value); AnimationTree.Set("parameters/conditions/" + condition, value);
} }
}
} }

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@ -3,7 +3,6 @@
[ext_resource type="Script" path="res://Utils/World.cs" id="1_1k6ew"] [ext_resource type="Script" path="res://Utils/World.cs" id="1_1k6ew"]
[ext_resource type="PackedScene" uid="uid://bxtpv6jqodj4v" path="res://Scenes/Maps/Hills.tscn" id="2_juio7"] [ext_resource type="PackedScene" uid="uid://bxtpv6jqodj4v" path="res://Scenes/Maps/Hills.tscn" id="2_juio7"]
[node name="World" type="Node2D" node_paths=PackedStringArray("CurrentPlayer")] [node name="World" type="Node2D"]
script = ExtResource("1_1k6ew") script = ExtResource("1_1k6ew")
StartingArea = ExtResource("2_juio7") StartingArea = ExtResource("2_juio7")
CurrentPlayer = NodePath("")

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@ -1,10 +1,10 @@
using Godot; using Godot;
using System; using System;
namespace SupaLidlGame.Scenes namespace SupaLidlGame.Scenes;
public partial class Map : TileMap
{ {
public partial class Map : TileMap
{
[Export] [Export]
public Node2D Entities { get; set; } public Node2D Entities { get; set; }
@ -44,5 +44,4 @@ namespace SupaLidlGame.Scenes
{ {
base._Process(delta); base._Process(delta);
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public abstract partial class CharacterState : Node, IState<CharacterState>
{ {
public abstract partial class CharacterState : Node, IState<CharacterState>
{
[Export] [Export]
public Characters.Character Character { get; set; } public Characters.Character Character { get; set; }
@ -66,5 +66,4 @@ namespace SupaLidlGame.State.Character
} }
public virtual CharacterState Input(InputEvent @event) => null; public virtual CharacterState Input(InputEvent @event) => null;
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public partial class CharacterStateMachine : StateMachine<CharacterState>
{ {
public partial class CharacterStateMachine : StateMachine<CharacterState>
{
[Export] [Export]
public override CharacterState InitialState { get; set; } public override CharacterState InitialState { get; set; }
@ -36,5 +36,4 @@ namespace SupaLidlGame.State.Character
ChangeState(state); ChangeState(state);
} }
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public partial class NPCIdleState : NPCState
{ {
public partial class NPCIdleState : NPCState
{
[Export] [Export]
public CharacterState MoveState { get; set; } public CharacterState MoveState { get; set; }
@ -22,5 +22,4 @@ namespace SupaLidlGame.State.Character
Character.Sprite.Play("idle"); Character.Sprite.Play("idle");
return base.Enter(previousState); return base.Enter(previousState);
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public partial class NPCMoveState : NPCState
{ {
public partial class NPCMoveState : NPCState
{
[Export] [Export]
public CharacterState IdleState { get; set; } public CharacterState IdleState { get; set; }
@ -22,5 +22,4 @@ namespace SupaLidlGame.State.Character
Character.Sprite.Play("move"); Character.Sprite.Play("move");
return base.Enter(prev); return base.Enter(prev);
} }
}
} }

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@ -1,7 +1,7 @@
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public abstract partial class NPCState : CharacterState
{ {
public abstract partial class NPCState : CharacterState
{
protected Characters.NPC _npc => Character as Characters.NPC; protected Characters.NPC _npc => Character as Characters.NPC;
public override CharacterState Process(double delta) public override CharacterState Process(double delta)
@ -9,5 +9,4 @@ namespace SupaLidlGame.State.Character
_npc.ThinkProcess(delta); _npc.ThinkProcess(delta);
return base.Process(delta); return base.Process(delta);
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public partial class PlayerIdleState : PlayerState
{ {
public partial class PlayerIdleState : PlayerState
{
[Export] [Export]
public CharacterState MoveState { get; set; } public CharacterState MoveState { get; set; }
@ -34,5 +34,4 @@ namespace SupaLidlGame.State.Character
} }
return null; return null;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public partial class PlayerMoveState : PlayerState
{ {
public partial class PlayerMoveState : PlayerState
{
[Export] [Export]
public PlayerRollState RollState { get; set; } public PlayerRollState RollState { get; set; }
@ -42,5 +42,4 @@ namespace SupaLidlGame.State.Character
} }
return base.Input(@event); return base.Input(@event);
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public partial class PlayerRollState : PlayerState
{ {
public partial class PlayerRollState : PlayerState
{
private double _timeLeftToRoll = 0; private double _timeLeftToRoll = 0;
private Vector2 _rollDirection = Vector2.Zero; private Vector2 _rollDirection = Vector2.Zero;
@ -35,5 +35,4 @@ namespace SupaLidlGame.State.Character
} }
return null; return null;
} }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using SupaLidlGame.Characters; using SupaLidlGame.Characters;
namespace SupaLidlGame.State.Character namespace SupaLidlGame.State.Character;
public abstract partial class PlayerState : CharacterState
{ {
public abstract partial class PlayerState : CharacterState
{
protected Player _player => Character as Player; protected Player _player => Character as Player;
[Export] [Export]
@ -68,5 +68,4 @@ namespace SupaLidlGame.State.Character
return base.Process(delta); return base.Process(delta);
} }
}
} }

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@ -1,7 +1,7 @@
namespace SupaLidlGame.State namespace SupaLidlGame.State;
public interface IState<T> where T : IState<T>
{ {
public interface IState<T> where T : IState<T>
{
/// <summary> /// <summary>
/// Called when this state is entered /// Called when this state is entered
/// </summary> /// </summary>
@ -19,5 +19,4 @@ namespace SupaLidlGame.State
public void Exit(IState<T> nextState); public void Exit(IState<T> nextState);
public IState<T> Process(double delta) => null; public IState<T> Process(double delta) => null;
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State namespace SupaLidlGame.State;
public abstract partial class StateMachine<T> : Node where T : IState<T>
{ {
public abstract partial class StateMachine<T> : Node where T : IState<T>
{
public T CurrentState { get; protected set; } public T CurrentState { get; protected set; }
public abstract T InitialState { get; set; } public abstract T InitialState { get; set; }
@ -37,5 +37,4 @@ namespace SupaLidlGame.State
return true; return true;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public partial class RangedFireState : WeaponState
{ {
public partial class RangedFireState : WeaponState
{
[Export] [Export]
public Items.Weapons.Ranged Weapon { get; set; } public Items.Weapons.Ranged Weapon { get; set; }
@ -34,5 +34,4 @@ namespace SupaLidlGame.State.Weapon
{ {
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public partial class RangedIdleState : WeaponState
{ {
public partial class RangedIdleState : WeaponState
{
[Export] [Export]
public RangedFireState FireState { get; set; } public RangedFireState FireState { get; set; }
@ -25,5 +25,4 @@ namespace SupaLidlGame.State.Weapon
{ {
Weapon.Visible = true; Weapon.Visible = true;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public partial class SwordAnticipateState : WeaponState
{ {
public partial class SwordAnticipateState : WeaponState
{
[Export] [Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; } public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
@ -42,5 +42,4 @@ namespace SupaLidlGame.State.Weapon
} }
return null; return null;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public partial class SwordAttackState : WeaponState
{ {
public partial class SwordAttackState : WeaponState
{
[Export] [Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; } public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
@ -85,5 +85,4 @@ namespace SupaLidlGame.State.Weapon
return null; return null;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public partial class SwordIdleState : WeaponState
{ {
public partial class SwordIdleState : WeaponState
{
[Export] [Export]
public SwordAnticipateState AnticipateState { get; set; } public SwordAnticipateState AnticipateState { get; set; }
@ -48,5 +48,4 @@ namespace SupaLidlGame.State.Weapon
return null; return null;
} }
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public abstract partial class WeaponState : Node, IState<WeaponState>
{ {
public abstract partial class WeaponState : Node, IState<WeaponState>
{
public virtual WeaponState Use() => null; public virtual WeaponState Use() => null;
public virtual WeaponState Deuse() => null; public virtual WeaponState Deuse() => null;
@ -16,5 +16,4 @@ namespace SupaLidlGame.State.Weapon
} }
public virtual IState<WeaponState> Process(double delta) => null; public virtual IState<WeaponState> Process(double delta) => null;
}
} }

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@ -1,9 +1,9 @@
using Godot; using Godot;
namespace SupaLidlGame.State.Weapon namespace SupaLidlGame.State.Weapon;
public partial class WeaponStateMachine : StateMachine<WeaponState>
{ {
public partial class WeaponStateMachine : StateMachine<WeaponState>
{
[Export] [Export]
public override WeaponState InitialState { get; set; } public override WeaponState InitialState { get; set; }
@ -33,5 +33,4 @@ namespace SupaLidlGame.State.Weapon
ChangeState(s); ChangeState(s);
} }
} }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
using System; using System;
namespace SupaLidlGame.Prototyping namespace SupaLidlGame.Prototyping;
public partial class ContextBasedSteering : Node2D
{ {
public partial class ContextBasedSteering : Node2D
{
public float PreferredDistance { get; set; } = 256.0f; public float PreferredDistance { get; set; } = 256.0f;
Vector2 _direction; Vector2 _direction;
@ -54,5 +54,4 @@ namespace SupaLidlGame.Prototyping
{ {
DrawLine(Vector2.Zero, _direction * 256, Colors.Green); DrawLine(Vector2.Zero, _direction * 256, Colors.Green);
} }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using System; using System;
namespace SupaLidlGame.UI namespace SupaLidlGame.UI;
public partial class FloatingText : Node2D
{ {
public partial class FloatingText : Node2D
{
private Label _label; private Label _label;
[Export] [Export]
@ -47,5 +47,4 @@ namespace SupaLidlGame.UI
{ {
QueueFree(); QueueFree();
} }
}
} }

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@ -1,13 +1,12 @@
using Godot; using Godot;
namespace SupaLidlGame.Utils namespace SupaLidlGame.Utils;
public interface IFaction
{ {
public interface IFaction
{
/// <summary> /// <summary>
/// The faction index that this entity belongs to. /// The faction index that this entity belongs to.
/// </summary> /// </summary>
[Export] [Export]
public ushort Faction { get; set; } public ushort Faction { get; set; }
}
} }

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@ -1,10 +1,10 @@
using Godot; using Godot;
using System; using System;
namespace SupaLidlGame.Utils namespace SupaLidlGame.Utils;
public partial class PlayerCamera : Camera2D
{ {
public partial class PlayerCamera : Camera2D
{
protected float _intensity; protected float _intensity;
protected double _timeLeft; protected double _timeLeft;
@ -46,5 +46,4 @@ namespace SupaLidlGame.Utils
ret.Y = (rng.Randf() - 0.5f) * intensity; ret.Y = (rng.Randf() - 0.5f) * intensity;
return ret; return ret;
} }
}
} }

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@ -2,10 +2,10 @@ using Godot;
using Godot.Collections; using Godot.Collections;
using SupaLidlGame.Extensions; using SupaLidlGame.Extensions;
namespace SupaLidlGame.Utils namespace SupaLidlGame.Utils;
public partial class Spawner : Node2D
{ {
public partial class Spawner : Node2D
{
[Export] [Export]
public Area2D SpawnArea { get; set; } public Area2D SpawnArea { get; set; }
@ -55,5 +55,4 @@ namespace SupaLidlGame.Utils
this.GetAncestor<Scenes.Map>().Entities.AddChild(chr); this.GetAncestor<Scenes.Map>().Entities.AddChild(chr);
} }
} }
}
} }

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@ -5,10 +5,10 @@ using SupaLidlGame.Extensions;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
namespace SupaLidlGame.Utils namespace SupaLidlGame.Utils;
public partial class World : Node2D
{ {
public partial class World : Node2D
{
[Export] [Export]
public PackedScene StartingArea { get; set; } public PackedScene StartingArea { get; set; }
@ -146,5 +146,4 @@ namespace SupaLidlGame.Utils
{ {
throw new System.NotImplementedException(); throw new System.NotImplementedException();
} }
}
} }