refactor file scoped namespace
parent
96fd6f5c26
commit
706354e813
|
@ -1,11 +1,10 @@
|
|||
using Godot;
|
||||
using SupaLidlGame.Utils;
|
||||
|
||||
namespace SupaLidlGame.BoundingBoxes
|
||||
namespace SupaLidlGame.BoundingBoxes;
|
||||
|
||||
public abstract partial class BoundingBox : Area2D, IFaction
|
||||
{
|
||||
public abstract partial class BoundingBox : Area2D, IFaction
|
||||
{
|
||||
[Export]
|
||||
public ushort Faction { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using System;
|
||||
using SupaLidlGame.Characters;
|
||||
|
||||
namespace SupaLidlGame.BoundingBoxes
|
||||
namespace SupaLidlGame.BoundingBoxes;
|
||||
|
||||
public partial class ConnectorBox : Area2D
|
||||
{
|
||||
public partial class ConnectorBox : Area2D
|
||||
{
|
||||
[Signal]
|
||||
public delegate void RequestedEnterEventHandler(
|
||||
ConnectorBox box,
|
||||
|
@ -68,5 +68,4 @@ namespace SupaLidlGame.BoundingBoxes
|
|||
|
||||
base._Process(delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,10 +3,10 @@ using Godot;
|
|||
using SupaLidlGame.Characters;
|
||||
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>();
|
||||
|
||||
[Signal]
|
||||
|
@ -101,5 +101,4 @@ namespace SupaLidlGame.BoundingBoxes
|
|||
{
|
||||
get => _ignoreList;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using SupaLidlGame.Characters;
|
||||
using SupaLidlGame.Utils;
|
||||
|
||||
namespace SupaLidlGame.BoundingBoxes
|
||||
namespace SupaLidlGame.BoundingBoxes;
|
||||
|
||||
public partial class Hurtbox : BoundingBox, IFaction
|
||||
{
|
||||
public partial class Hurtbox : BoundingBox, IFaction
|
||||
{
|
||||
[Signal]
|
||||
public delegate void ReceivedDamageEventHandler(
|
||||
float damage,
|
||||
|
@ -36,5 +36,4 @@ namespace SupaLidlGame.BoundingBoxes
|
|||
knockback,
|
||||
knockbackOrigin, knockbackVector);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,10 +4,10 @@ using SupaLidlGame.Items;
|
|||
using SupaLidlGame.Utils;
|
||||
using SupaLidlGame.State.Character;
|
||||
|
||||
namespace SupaLidlGame.Characters
|
||||
namespace SupaLidlGame.Characters;
|
||||
|
||||
public partial class Character : CharacterBody2D, IFaction
|
||||
{
|
||||
public partial class Character : CharacterBody2D, IFaction
|
||||
{
|
||||
[Export]
|
||||
public float Speed { get; protected set; } = 32.0f;
|
||||
|
||||
|
@ -220,5 +220,4 @@ namespace SupaLidlGame.Characters
|
|||
sound.At(GlobalPosition).WithPitchDeviation(0.125f).Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Characters
|
||||
namespace SupaLidlGame.Characters;
|
||||
|
||||
public partial class Enemy : NPC
|
||||
{
|
||||
public partial class Enemy : NPC
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
Inventory.SelectedItem = Inventory.GetNode<Items.Item>("Sword");
|
||||
|
@ -15,5 +15,4 @@ namespace SupaLidlGame.Characters
|
|||
{
|
||||
base.Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,10 +3,10 @@ using SupaLidlGame.Extensions;
|
|||
using SupaLidlGame.Items;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Characters
|
||||
namespace SupaLidlGame.Characters;
|
||||
|
||||
public partial class NPC : Character
|
||||
{
|
||||
public partial class NPC : Character
|
||||
{
|
||||
/// <summary>
|
||||
/// Time in seconds it takes for the NPC to think FeelsDankCube
|
||||
/// </summary>
|
||||
|
@ -225,5 +225,4 @@ namespace SupaLidlGame.Characters
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using SupaLidlGame.Utils;
|
||||
|
||||
namespace SupaLidlGame.Characters
|
||||
namespace SupaLidlGame.Characters;
|
||||
|
||||
public partial class Player : Character
|
||||
{
|
||||
public partial class Player : Character
|
||||
{
|
||||
private AnimatedSprite2D _sprite;
|
||||
private string _spriteAnim;
|
||||
|
||||
|
@ -18,8 +18,8 @@ namespace SupaLidlGame.Characters
|
|||
{
|
||||
// the Player.Animation property might be set before this node is
|
||||
// even ready, so if _sprite is null, then we just hold the new
|
||||
// animation in a temp value, which will be assigned once this
|
||||
// node is ready
|
||||
// animation in a temp value, which will be assigned once this node
|
||||
// is ready
|
||||
if (_sprite is null)
|
||||
{
|
||||
_spriteAnim = value;
|
||||
|
@ -61,5 +61,4 @@ namespace SupaLidlGame.Characters
|
|||
GD.Print("died");
|
||||
//base.Die();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,9 @@
|
|||
namespace SupaLidlGame.Characters.Thinkers
|
||||
namespace SupaLidlGame.Characters.Thinkers;
|
||||
|
||||
public class Thinker
|
||||
{
|
||||
public class Thinker
|
||||
{
|
||||
public virtual void Think()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Entities
|
||||
namespace SupaLidlGame.Entities;
|
||||
|
||||
public partial class Campfire : StaticBody2D
|
||||
{
|
||||
public partial class Campfire : StaticBody2D
|
||||
{
|
||||
private PointLight2D _light;
|
||||
|
||||
[Signal]
|
||||
|
@ -20,5 +20,4 @@ namespace SupaLidlGame.Entities
|
|||
_light.Energy += (GD.Randf() - 0.5f) * 8 * (float)delta;
|
||||
_light.Energy = Math.Clamp(_light.Energy, 1.2f, 2.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using SupaLidlGame.Characters;
|
||||
using SupaLidlGame.BoundingBoxes;
|
||||
|
||||
namespace SupaLidlGame.Entities
|
||||
namespace SupaLidlGame.Entities;
|
||||
|
||||
public partial class Projectile : RigidBody2D
|
||||
{
|
||||
public partial class Projectile : RigidBody2D
|
||||
{
|
||||
public Vector2 Velocity => Direction * Speed;
|
||||
|
||||
[Export]
|
||||
|
@ -48,5 +48,4 @@ namespace SupaLidlGame.Entities
|
|||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using System;
|
||||
using SupaLidlGame.Utils;
|
||||
|
||||
namespace SupaLidlGame.Extensions
|
||||
namespace SupaLidlGame.Extensions;
|
||||
|
||||
public static class AudioStreamPlayer2DExtensions
|
||||
{
|
||||
public static class AudioStreamPlayer2DExtensions
|
||||
{
|
||||
public static AudioStreamPlayer2D Clone(
|
||||
this AudioStreamPlayer2D audio)
|
||||
{
|
||||
|
@ -69,5 +69,4 @@ namespace SupaLidlGame.Extensions
|
|||
audio.PitchScale = (float)GD.Randfn(audio.PitchScale, deviation);
|
||||
return audio;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.Extensions
|
||||
namespace SupaLidlGame.Extensions;
|
||||
|
||||
public static class NodeExtensions
|
||||
{
|
||||
public static class NodeExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Iterates through each ancestor until it finds an ancestor of type
|
||||
/// <c>T</c>
|
||||
|
@ -37,5 +37,4 @@ namespace SupaLidlGame.Extensions
|
|||
{
|
||||
return node.GetNode(name) as T;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
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)
|
||||
{
|
||||
//var spaceState = node.GetWorld2d().DirectSpaceState;
|
||||
//var result = spaceState.IntersectRay();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
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)
|
||||
{
|
||||
return new Vector2((vector.X + other.X) / 2,
|
||||
|
@ -37,5 +37,4 @@ namespace SupaLidlGame.Extensions
|
|||
{
|
||||
return new Vector2(vector.Y, -vector.X);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using SupaLidlGame.Characters;
|
||||
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; }
|
||||
|
||||
[Export]
|
||||
|
@ -142,5 +142,4 @@ namespace SupaLidlGame.Items
|
|||
var e = SelectedItem = item;
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using SupaLidlGame.Characters;
|
||||
|
||||
namespace SupaLidlGame.Items
|
||||
namespace SupaLidlGame.Items;
|
||||
|
||||
public abstract partial class Item : Node2D
|
||||
{
|
||||
public abstract partial class Item : Node2D
|
||||
{
|
||||
[Export]
|
||||
public string ItemName { get; set; }
|
||||
|
||||
|
@ -49,5 +49,4 @@ namespace SupaLidlGame.Items
|
|||
public abstract void Use();
|
||||
|
||||
public abstract void Deuse();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using SupaLidlGame.BoundingBoxes;
|
||||
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 override bool IsUsing => RemainingUseTime > 0;
|
||||
|
@ -106,5 +106,4 @@ namespace SupaLidlGame.Items
|
|||
hurtbox.InflictDamage(Damage, Character, Knockback);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,9 @@
|
|||
namespace SupaLidlGame.Items.Weapons
|
||||
namespace SupaLidlGame.Items.Weapons;
|
||||
|
||||
public interface IParryable
|
||||
{
|
||||
public interface IParryable
|
||||
{
|
||||
public bool IsParryable { get; }
|
||||
public bool IsParried { get; }
|
||||
public ulong ParryTimeOrigin { get; }
|
||||
public void Stun();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
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()
|
||||
{
|
||||
// create projectile
|
||||
|
@ -18,5 +18,4 @@ namespace SupaLidlGame.Items.Weapons
|
|||
this.GetAncestor<SupaLidlGame.Scenes.Map>()
|
||||
.Entities.AddChild(projectile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.Items.Weapons
|
||||
namespace SupaLidlGame.Items.Weapons;
|
||||
|
||||
public abstract partial class Ranged : Weapon
|
||||
{
|
||||
public abstract partial class Ranged : Weapon
|
||||
{
|
||||
[Export]
|
||||
public float AngleDeviation { get; set; }
|
||||
|
||||
|
@ -39,5 +39,4 @@ namespace SupaLidlGame.Items.Weapons
|
|||
}
|
||||
|
||||
public abstract void Attack();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,10 +4,10 @@ using SupaLidlGame.Characters;
|
|||
using SupaLidlGame.Extensions;
|
||||
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 override bool IsUsing => StateMachine.CurrentState
|
||||
|
@ -233,5 +233,4 @@ namespace SupaLidlGame.Items.Weapons
|
|||
{
|
||||
AnimationTree.Set("parameters/conditions/" + condition, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,7 +3,6 @@
|
|||
[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"]
|
||||
|
||||
[node name="World" type="Node2D" node_paths=PackedStringArray("CurrentPlayer")]
|
||||
[node name="World" type="Node2D"]
|
||||
script = ExtResource("1_1k6ew")
|
||||
StartingArea = ExtResource("2_juio7")
|
||||
CurrentPlayer = NodePath("")
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Scenes
|
||||
namespace SupaLidlGame.Scenes;
|
||||
|
||||
public partial class Map : TileMap
|
||||
{
|
||||
public partial class Map : TileMap
|
||||
{
|
||||
[Export]
|
||||
public Node2D Entities { get; set; }
|
||||
|
||||
|
@ -44,5 +44,4 @@ namespace SupaLidlGame.Scenes
|
|||
{
|
||||
base._Process(delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
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]
|
||||
public Characters.Character Character { get; set; }
|
||||
|
||||
|
@ -66,5 +66,4 @@ namespace SupaLidlGame.State.Character
|
|||
}
|
||||
|
||||
public virtual CharacterState Input(InputEvent @event) => null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Character
|
||||
namespace SupaLidlGame.State.Character;
|
||||
|
||||
public partial class CharacterStateMachine : StateMachine<CharacterState>
|
||||
{
|
||||
public partial class CharacterStateMachine : StateMachine<CharacterState>
|
||||
{
|
||||
[Export]
|
||||
public override CharacterState InitialState { get; set; }
|
||||
|
||||
|
@ -36,5 +36,4 @@ namespace SupaLidlGame.State.Character
|
|||
ChangeState(state);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Character
|
||||
namespace SupaLidlGame.State.Character;
|
||||
|
||||
public partial class NPCIdleState : NPCState
|
||||
{
|
||||
public partial class NPCIdleState : NPCState
|
||||
{
|
||||
[Export]
|
||||
public CharacterState MoveState { get; set; }
|
||||
|
||||
|
@ -22,5 +22,4 @@ namespace SupaLidlGame.State.Character
|
|||
Character.Sprite.Play("idle");
|
||||
return base.Enter(previousState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Character
|
||||
namespace SupaLidlGame.State.Character;
|
||||
|
||||
public partial class NPCMoveState : NPCState
|
||||
{
|
||||
public partial class NPCMoveState : NPCState
|
||||
{
|
||||
[Export]
|
||||
public CharacterState IdleState { get; set; }
|
||||
|
||||
|
@ -22,5 +22,4 @@ namespace SupaLidlGame.State.Character
|
|||
Character.Sprite.Play("move");
|
||||
return base.Enter(prev);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
||||
public override CharacterState Process(double delta)
|
||||
|
@ -9,5 +9,4 @@ namespace SupaLidlGame.State.Character
|
|||
_npc.ThinkProcess(delta);
|
||||
return base.Process(delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Character
|
||||
namespace SupaLidlGame.State.Character;
|
||||
|
||||
public partial class PlayerIdleState : PlayerState
|
||||
{
|
||||
public partial class PlayerIdleState : PlayerState
|
||||
{
|
||||
[Export]
|
||||
public CharacterState MoveState { get; set; }
|
||||
|
||||
|
@ -34,5 +34,4 @@ namespace SupaLidlGame.State.Character
|
|||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Character
|
||||
namespace SupaLidlGame.State.Character;
|
||||
|
||||
public partial class PlayerMoveState : PlayerState
|
||||
{
|
||||
public partial class PlayerMoveState : PlayerState
|
||||
{
|
||||
[Export]
|
||||
public PlayerRollState RollState { get; set; }
|
||||
|
||||
|
@ -42,5 +42,4 @@ namespace SupaLidlGame.State.Character
|
|||
}
|
||||
return base.Input(@event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
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 Vector2 _rollDirection = Vector2.Zero;
|
||||
|
@ -35,5 +35,4 @@ namespace SupaLidlGame.State.Character
|
|||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
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;
|
||||
|
||||
[Export]
|
||||
|
@ -68,5 +68,4 @@ namespace SupaLidlGame.State.Character
|
|||
|
||||
return base.Process(delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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>
|
||||
/// Called when this state is entered
|
||||
/// </summary>
|
||||
|
@ -19,5 +19,4 @@ namespace SupaLidlGame.State
|
|||
public void Exit(IState<T> nextState);
|
||||
|
||||
public IState<T> Process(double delta) => null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
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 abstract T InitialState { get; set; }
|
||||
|
@ -37,5 +37,4 @@ namespace SupaLidlGame.State
|
|||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class RangedFireState : WeaponState
|
||||
{
|
||||
public partial class RangedFireState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
public Items.Weapons.Ranged Weapon { get; set; }
|
||||
|
||||
|
@ -34,5 +34,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class RangedIdleState : WeaponState
|
||||
{
|
||||
public partial class RangedIdleState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
public RangedFireState FireState { get; set; }
|
||||
|
||||
|
@ -25,5 +25,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
{
|
||||
Weapon.Visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class SwordAnticipateState : WeaponState
|
||||
{
|
||||
public partial class SwordAnticipateState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
|
||||
|
||||
|
@ -42,5 +42,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class SwordAttackState : WeaponState
|
||||
{
|
||||
public partial class SwordAttackState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
|
||||
|
||||
|
@ -85,5 +85,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class SwordIdleState : WeaponState
|
||||
{
|
||||
public partial class SwordIdleState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
public SwordAnticipateState AnticipateState { get; set; }
|
||||
|
||||
|
@ -48,5 +48,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
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 Deuse() => null;
|
||||
|
@ -16,5 +16,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
}
|
||||
|
||||
public virtual IState<WeaponState> Process(double delta) => null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class WeaponStateMachine : StateMachine<WeaponState>
|
||||
{
|
||||
public partial class WeaponStateMachine : StateMachine<WeaponState>
|
||||
{
|
||||
[Export]
|
||||
public override WeaponState InitialState { get; set; }
|
||||
|
||||
|
@ -33,5 +33,4 @@ namespace SupaLidlGame.State.Weapon
|
|||
ChangeState(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using SupaLidlGame.Extensions;
|
||||
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;
|
||||
Vector2 _direction;
|
||||
|
||||
|
@ -54,5 +54,4 @@ namespace SupaLidlGame.Prototyping
|
|||
{
|
||||
DrawLine(Vector2.Zero, _direction * 256, Colors.Green);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.UI
|
||||
namespace SupaLidlGame.UI;
|
||||
|
||||
public partial class FloatingText : Node2D
|
||||
{
|
||||
public partial class FloatingText : Node2D
|
||||
{
|
||||
private Label _label;
|
||||
|
||||
[Export]
|
||||
|
@ -47,5 +47,4 @@ namespace SupaLidlGame.UI
|
|||
{
|
||||
QueueFree();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public interface IFaction
|
||||
{
|
||||
public interface IFaction
|
||||
{
|
||||
/// <summary>
|
||||
/// The faction index that this entity belongs to.
|
||||
/// </summary>
|
||||
[Export]
|
||||
public ushort Faction { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public partial class PlayerCamera : Camera2D
|
||||
{
|
||||
public partial class PlayerCamera : Camera2D
|
||||
{
|
||||
protected float _intensity;
|
||||
|
||||
protected double _timeLeft;
|
||||
|
@ -46,5 +46,4 @@ namespace SupaLidlGame.Utils
|
|||
ret.Y = (rng.Randf() - 0.5f) * intensity;
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,10 +2,10 @@ using Godot;
|
|||
using Godot.Collections;
|
||||
using SupaLidlGame.Extensions;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public partial class Spawner : Node2D
|
||||
{
|
||||
public partial class Spawner : Node2D
|
||||
{
|
||||
[Export]
|
||||
public Area2D SpawnArea { get; set; }
|
||||
|
||||
|
@ -55,5 +55,4 @@ namespace SupaLidlGame.Utils
|
|||
this.GetAncestor<Scenes.Map>().Entities.AddChild(chr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,10 +5,10 @@ using SupaLidlGame.Extensions;
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public partial class World : Node2D
|
||||
{
|
||||
public partial class World : Node2D
|
||||
{
|
||||
[Export]
|
||||
public PackedScene StartingArea { get; set; }
|
||||
|
||||
|
@ -146,5 +146,4 @@ namespace SupaLidlGame.Utils
|
|||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue