fixed char targets being locked
parent
9a3d6fa8e4
commit
f3452f7d3e
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://m1sbk3c4eask"
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path="res://.godot/imported/metal-bash2.wav-3ea9a3703d6c6ed7f37e297733bfe0d8.sample"
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[deps]
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source_file="res://Assets/Sounds/metal-bash2.wav"
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dest_files=["res://.godot/imported/metal-bash2.wav-3ea9a3703d6c6ed7f37e297733bfe0d8.sample"]
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[params]
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||||
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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||||
edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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Binary file not shown.
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://kao8wbfaum27"
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path="res://.godot/imported/metal-bash3.wav-b24475b91529aedafa73cefb49261c75.sample"
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[deps]
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source_file="res://Assets/Sounds/metal-bash3.wav"
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dest_files=["res://.godot/imported/metal-bash3.wav-b24475b91529aedafa73cefb49261c75.sample"]
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[params]
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force/8_bit=false
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||||
force/mono=false
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||||
force/max_rate=false
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force/max_rate_hz=44100
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||||
edit/trim=false
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||||
edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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@ -213,10 +213,6 @@ public partial class Character : CharacterBody2D, IFaction
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if (Inventory.SelectedItem is Weapon weapon)
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{
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if (!weapon.IsUsing)
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{
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Inventory.EmitSignal(Inventory.SignalName.UsedItem, weapon);
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}
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weapon.Use();
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}
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}
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@ -324,6 +324,7 @@ script = ExtResource("1_flygr")
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Camera = NodePath("Camera2D")
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DirectionMarker = NodePath("Direction2D")
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Speed = 80.0
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Stealth = 1.0
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HandTexture = ExtResource("3_3dqh7")
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Sprite = NodePath("Sprites/Node2D/Character")
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Inventory = NodePath("Inventory")
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@ -486,16 +487,17 @@ position = Vector2(0, -4)
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script = ExtResource("7_xyenu")
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InventoryMap = {
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"equip_1": 0,
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"equip_2": 1
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"equip_2": 1,
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"equip_3": 2
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}
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[node name="Sword" parent="Inventory" instance=ExtResource("22_mqpn7")]
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[node name="Shotgun" parent="Inventory" instance=ExtResource("22_rmciq")]
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[node name="Node2D" parent="Inventory" instance=ExtResource("7_4rxuv")]
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visible = false
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[node name="Shotgun" parent="Inventory" instance=ExtResource("22_rmciq")]
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[node name="Railgun" parent="Inventory" instance=ExtResource("21_n8w32")]
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UseTime = 0.2
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@ -21,22 +21,13 @@ public partial class Inventory : Node2D
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private Item _selectedItem;
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private Item _offhandItem;
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public Item SelectedItem
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{
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get => _selectedItem;
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set => EquipItem(value, ref _selectedItem);
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}
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public Item OffhandItem
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{
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get => _selectedItem;
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set => EquipItem(value, ref _offhandItem);
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}
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public bool IsUsingItem => (SelectedItem?.IsUsing ?? false) ||
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(OffhandItem?.IsUsing ?? false);
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public bool IsUsingItem => SelectedItem?.IsUsing ?? false;
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public Inventory()
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{
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@ -70,22 +61,6 @@ public partial class Inventory : Node2D
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{
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if (item is not null)
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{
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if (item.IsOneHanded)
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{
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// we can not equip this if either hand is occupied by
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// two-handed item
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if (_selectedItem is not null && !_selectedItem.IsOneHanded)
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{
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return false;
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}
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if (_offhandItem is not null && !_offhandItem.IsOneHanded)
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{
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return false;
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}
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}
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if (!Items.Contains(item))
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{
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GD.PrintErr("Tried to equip an item not in the inventory.");
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@ -5,6 +5,9 @@ namespace SupaLidlGame.Items;
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public abstract partial class Item : Node2D
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{
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[Signal]
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public delegate void UsedItemEventHandler(Item item);
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[Export]
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public string ItemName { get; set; }
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@ -153,7 +153,7 @@ tracks/0/path = NodePath("Anchor:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.1, 0.65),
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"times": PackedFloat32Array(0, 0.1, 0.3),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 1,
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"values": [Vector2(-8, 0), Vector2(8, 0), Vector2(0, 0)]
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@ -181,7 +181,7 @@ _data = {
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}
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_rrgwb"]
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size = Vector2(8, 32)
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size = Vector2(10, 34)
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[node name="DocLance" type="Node2D" node_paths=PackedStringArray("Hitbox", "AnimationPlayer", "ParryParticles", "StateMachine", "Anchor", "HandAnchor")]
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y_sort_enabled = true
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@ -206,6 +206,8 @@ Description = "\"Violence. Speed. Momentum.\""
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[node name="State" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
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script = ExtResource("2_c41ov")
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InitialState = NodePath("Idle")
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UsedItemStates = Array[NodePath]([NodePath("Attack")])
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DeusedItemStates = Array[NodePath]([NodePath("Idle")])
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[node name="Idle" type="Node" parent="State" node_paths=PackedStringArray("UseState", "Sword")]
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script = ExtResource("3_sxffm")
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@ -269,6 +271,7 @@ position = Vector2(16, -4)
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IsDisabled = true
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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position = Vector2(1, 0)
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rotation = 1.5708
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shape = SubResource("RectangleShape2D_rrgwb")
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disabled = true
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@ -1,4 +1,4 @@
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[gd_scene load_steps=26 format=3 uid="uid://5y1acxl4j4n7"]
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[gd_scene load_steps=28 format=3 uid="uid://5y1acxl4j4n7"]
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[ext_resource type="Script" path="res://Items/Weapons/Sword.cs" id="1_mai31"]
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[ext_resource type="Script" path="res://State/Weapon/WeaponStateMachine.cs" id="2_5ramr"]
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@ -8,7 +8,9 @@
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[ext_resource type="Texture2D" uid="uid://dfpe74vxvuwal" path="res://Assets/Sprites/Items/pugio.png" id="6_d28k5"]
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[ext_resource type="Script" path="res://State/Weapon/SwordBlockState.cs" id="6_yvm8x"]
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[ext_resource type="Material" uid="uid://cbfaqolx1ydvv" path="res://Assets/Sprites/Particles/ParryParticles.tres" id="8_we1sv"]
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[ext_resource type="AudioStream" uid="uid://m1sbk3c4eask" path="res://Assets/Sounds/metal-bash2.wav" id="9_b6yro"]
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[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="9_qimey"]
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[ext_resource type="AudioStream" uid="uid://kao8wbfaum27" path="res://Assets/Sounds/metal-bash3.wav" id="10_istfq"]
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[ext_resource type="Texture2D" uid="uid://ct0m4lk2icx3p" path="res://Assets/Sprites/sword-swing-small.png" id="10_q8b54"]
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[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="11_b1fwx"]
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[ext_resource type="Texture2D" uid="uid://417j1ckcjg2i" path="res://Assets/Sprites/Items/doc-shield.png" id="11_qpejo"]
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@ -309,7 +311,7 @@ tracks/0/path = NodePath("Shield:scale")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.5, 1),
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"times": PackedFloat32Array(0, 0.7, 1),
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"transitions": PackedFloat32Array(1, 0.25, 1),
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"update": 0,
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"values": [Vector2(1.4, 1.4), Vector2(1.4, 1.4), Vector2(1, 1)]
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@ -321,11 +323,30 @@ tracks/1/path = NodePath("Shield:material:shader_parameter/intensity")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 0.5, 1),
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"times": PackedFloat32Array(0, 0.7, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [1.0, 1.0, 0.0]
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}
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tracks/2/type = "audio"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("ShieldSound")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"clips": [{
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"end_offset": 0.0870516,
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"start_offset": 0.0,
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"stream": ExtResource("9_b6yro")
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}, {
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"end_offset": 0.383027,
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"start_offset": 0.0,
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"stream": ExtResource("10_istfq")
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}],
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"times": PackedFloat32Array(0, 0.7)
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}
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tracks/2/use_blend = true
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_11u25"]
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_data = {
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@ -370,6 +391,8 @@ HandAnchor = NodePath("Anchor/Node2D/Sprite2D/Hand")
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[node name="State" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
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script = ExtResource("2_5ramr")
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InitialState = NodePath("Idle")
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UsedItemStates = Array[NodePath]([NodePath("Attack"), NodePath("Block")])
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DeusedItemStates = Array[NodePath]([NodePath("Idle")])
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[node name="Idle" type="Node" parent="State" node_paths=PackedStringArray("UseState", "UseAltState", "Sword")]
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script = ExtResource("3_fwkit")
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@ -446,10 +469,17 @@ modulate = Color(2, 2, 2, 1)
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texture = ExtResource("10_q8b54")
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hframes = 3
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[node name="Node" type="Node" parent="."]
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[node name="RemoteTransform2D" type="RemoteTransform2D" parent="Node"]
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top_level = true
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remote_path = NodePath("../../Shield")
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update_position = false
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[node name="Shield" type="Sprite2D" parent="."]
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y_sort_enabled = true
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material = SubResource("ShaderMaterial_rgypv")
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position = Vector2(7, 8)
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position = Vector2(10, 10)
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texture = ExtResource("11_qpejo")
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offset = Vector2(0, -12)
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@ -460,4 +490,7 @@ pitch_scale = 1.2
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[node name="ParrySound" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("13_t5wmj")
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[node name="ShieldSound" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource("13_t5wmj")
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[editable path="Hitbox"]
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@ -134,6 +134,25 @@ public partial class Sword : Weapon, IParryable
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{
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Hitbox.Damage = Damage;
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Hitbox.Hit += OnHitboxHit;
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StateMachine.StateChanged += OnStateChanged;
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}
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public void OnStateChanged(Node state)
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{
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if (StateMachine.UsedItemStates is null)
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{
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return;
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}
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foreach (var nodePath in StateMachine.UsedItemStates)
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{
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if (StateMachine.GetNode(nodePath) == state)
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{
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Character.Inventory.EmitSignal(
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Inventory.SignalName.UsedItem, this);
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//EmitSignal(SignalName.UsedItem, this);
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}
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}
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}
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public override void _Process(double delta)
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@ -374,6 +374,8 @@ HandAnchor = NodePath("Anchor/Node2D/Sprite2D/Hand")
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[node name="State" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
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script = ExtResource("2_vwirq")
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InitialState = NodePath("Idle")
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UsedItemStates = Array[NodePath]([NodePath("Attack")])
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DeusedItemStates = Array[NodePath]([NodePath("Idle")])
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[node name="Idle" type="Node" parent="State" node_paths=PackedStringArray("UseState", "Sword")]
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script = ExtResource("3_nw6r0")
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@ -1,4 +1,4 @@
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[gd_scene load_steps=14 format=3 uid="uid://b2x17su05ou5w"]
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[gd_scene load_steps=24 format=3 uid="uid://b2x17su05ou5w"]
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[ext_resource type="PackedScene" uid="uid://clwv2owvk6abe" path="res://Scenes/BaseMap.tscn" id="1_ifiic"]
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[ext_resource type="TileSet" uid="uid://l61kbx31ug4p" path="res://Scenes/Maps/ArenaTileset.tres" id="2_x0mh7"]
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@ -8,10 +8,68 @@
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[ext_resource type="PackedScene" uid="uid://ceadk7pam7vab" path="res://Entities/TorchLamp.tscn" id="6_jy3pc"]
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||||
[ext_resource type="Texture2D" uid="uid://d1ukste16yq6v" path="res://Assets/Sprites/Particles/player-light.png" id="7_y7j0e"]
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[ext_resource type="AudioStream" uid="uid://dy4qjflo1k28b" path="res://Assets/Sounds/calm-storm-ambient.mp3" id="8_wox7d"]
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[ext_resource type="PackedScene" uid="uid://dhamcei7tfta8" path="res://Characters/DocCenturion.tscn" id="9_4pmu0"]
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[ext_resource type="PackedScene" uid="uid://dldnp8eunxj3q" path="res://BoundingBoxes/InteractionTrigger.tscn" id="9_3401j"]
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[ext_resource type="Script" path="res://BoundingBoxes/ConnectorBox.cs" id="9_fg062"]
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[ext_resource type="PackedScene" uid="uid://cdj50hb84aujp" path="res://Characters/DocLegionary.tscn" id="10_o8yqo"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_tr5pw"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_5qrl0"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_a0x5h"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_mdq3p"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_emouq"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_42lqj"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_j5cfk"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_r1ooq"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_y76p0"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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shader_parameter/intensity = 0.0
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shader_parameter/alpha_modulate = 1.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_4fvo0"]
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resource_local_to_scene = true
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shader = ExtResource("5_h8k5p")
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shader_parameter/color = Vector4(1, 1, 1, 1)
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@ -113,7 +171,7 @@ visible = false
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position = Vector2(120, -112)
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[node name="Doc" parent="Entities" index="0" instance=ExtResource("4_ej0f3")]
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material = SubResource("ShaderMaterial_tr5pw")
|
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material = SubResource("ShaderMaterial_5qrl0")
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|
||||
[node name="PointLight2D" type="PointLight2D" parent="Entities" index="1"]
|
||||
position = Vector2(168, -42)
|
||||
|
@ -133,6 +191,58 @@ stream = ExtResource("8_wox7d")
|
|||
volume_db = -5.0
|
||||
autoplay = true
|
||||
|
||||
[node name="Centurion" parent="Entities" index="4" instance=ExtResource("9_4pmu0")]
|
||||
material = SubResource("ShaderMaterial_a0x5h")
|
||||
position = Vector2(-64, -16)
|
||||
Faction = 1
|
||||
|
||||
[node name="Centurion3" parent="Entities" index="5" instance=ExtResource("9_4pmu0")]
|
||||
material = SubResource("ShaderMaterial_mdq3p")
|
||||
position = Vector2(-64, -44)
|
||||
Faction = 1
|
||||
|
||||
[node name="Centurion2" parent="Entities" index="6" node_paths=PackedStringArray("DefaultSelectedItem", "ThinkerStateMachine", "Sprite", "Inventory", "StateMachine", "Hurtbox") instance=ExtResource("9_4pmu0")]
|
||||
material = SubResource("ShaderMaterial_emouq")
|
||||
position = Vector2(64, -48)
|
||||
DefaultSelectedItem = NodePath("../Centurion/Inventory/Sword")
|
||||
ThinkerStateMachine = NodePath("../Centurion/ThinkerStateMachine")
|
||||
Sprite = NodePath("../Centurion/Sprites/Node2D/Character")
|
||||
Inventory = NodePath("../Centurion/Inventory")
|
||||
StateMachine = NodePath("../Centurion/StateMachine")
|
||||
Hurtbox = NodePath("../Centurion/Hurtbox")
|
||||
Faction = 2
|
||||
|
||||
[node name="Centurion4" parent="Entities" index="7" node_paths=PackedStringArray("DefaultSelectedItem", "ThinkerStateMachine", "Sprite", "Inventory", "StateMachine", "Hurtbox") instance=ExtResource("9_4pmu0")]
|
||||
material = SubResource("ShaderMaterial_42lqj")
|
||||
position = Vector2(107, -42)
|
||||
DefaultSelectedItem = NodePath("../Centurion/Inventory/Sword")
|
||||
ThinkerStateMachine = NodePath("../Centurion/ThinkerStateMachine")
|
||||
Sprite = NodePath("../Centurion/Sprites/Node2D/Character")
|
||||
Inventory = NodePath("../Centurion/Inventory")
|
||||
StateMachine = NodePath("../Centurion/StateMachine")
|
||||
Hurtbox = NodePath("../Centurion/Hurtbox")
|
||||
Faction = 2
|
||||
|
||||
[node name="Legionary" parent="Entities" index="8" instance=ExtResource("10_o8yqo")]
|
||||
material = SubResource("ShaderMaterial_j5cfk")
|
||||
position = Vector2(-64, 48)
|
||||
Faction = 1
|
||||
|
||||
[node name="Legionary3" parent="Entities" index="9" instance=ExtResource("10_o8yqo")]
|
||||
material = SubResource("ShaderMaterial_r1ooq")
|
||||
position = Vector2(-64, 12)
|
||||
Faction = 1
|
||||
|
||||
[node name="Legionary2" parent="Entities" index="10" instance=ExtResource("10_o8yqo")]
|
||||
material = SubResource("ShaderMaterial_y76p0")
|
||||
position = Vector2(40, 40)
|
||||
Faction = 2
|
||||
|
||||
[node name="Legionary4" parent="Entities" index="11" instance=ExtResource("10_o8yqo")]
|
||||
material = SubResource("ShaderMaterial_4fvo0")
|
||||
position = Vector2(50, 11)
|
||||
Faction = 2
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="Areas" index="0"]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Areas/Area2D" index="0"]
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -22,7 +22,6 @@ public abstract partial class CharacterState : Node, IState<CharacterState>
|
|||
}
|
||||
|
||||
var item = Character.Inventory.SelectedItem;
|
||||
var offhand = Character.Inventory.OffhandItem;
|
||||
|
||||
// angle towards item use angle or offhand use angle if not used
|
||||
|
||||
|
@ -39,7 +38,7 @@ public abstract partial class CharacterState : Node, IState<CharacterState>
|
|||
return false;
|
||||
}
|
||||
|
||||
var _ = targetTowards(item) || targetTowards(offhand);
|
||||
targetTowards(item);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
|
|
@ -26,6 +26,10 @@ public abstract partial class PlayerState : CharacterState
|
|||
{
|
||||
inventory.SelectedItem = inventory.GetItemByMap("equip_2");
|
||||
}
|
||||
else if (@event.IsActionPressed("equip_3"))
|
||||
{
|
||||
inventory.SelectedItem = inventory.GetItemByMap("equip_3");
|
||||
}
|
||||
|
||||
if (@event.IsActionPressed("interact"))
|
||||
{
|
||||
|
@ -47,43 +51,27 @@ public abstract partial class PlayerState : CharacterState
|
|||
Vector2 mousePos = Character.GetGlobalMousePosition();
|
||||
Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
|
||||
|
||||
bool targetTowards(Items.Item item)
|
||||
if (Character.Inventory.SelectedItem is Items.Weapon weapon)
|
||||
{
|
||||
if (Character.Inventory.SelectedItem is Items.Weapon weapon)
|
||||
var isAttack1On = Godot.Input.IsActionPressed("attack1");
|
||||
var isAttack2On = Godot.Input.IsActionPressed("attack2");
|
||||
|
||||
if (!weapon.ShouldHideIdle || isAttack1On)
|
||||
{
|
||||
var isAttack1On = Godot.Input.IsActionPressed("attack1");
|
||||
var isAttack2On = Godot.Input.IsActionPressed("attack2");
|
||||
|
||||
var ret = false;
|
||||
if (!weapon.IsUsing)
|
||||
{
|
||||
|
||||
if (!weapon.ShouldHideIdle || isAttack1On)
|
||||
{
|
||||
Character.Target = dirToMouse;
|
||||
ret = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (isAttack1On)
|
||||
{
|
||||
Character.UseCurrentItem();
|
||||
}
|
||||
else if (isAttack2On)
|
||||
{
|
||||
Character.UseCurrentItemAlt();
|
||||
}
|
||||
|
||||
return ret;
|
||||
Character.Target = dirToMouse;
|
||||
}
|
||||
return false;
|
||||
|
||||
if (isAttack1On)
|
||||
{
|
||||
Character.UseCurrentItem();
|
||||
}
|
||||
else if (isAttack2On)
|
||||
{
|
||||
Character.UseCurrentItemAlt();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
var item = Character.Inventory.SelectedItem;
|
||||
var offhand = Character.Inventory.OffhandItem;
|
||||
|
||||
var _ = targetTowards(item) || targetTowards(offhand);
|
||||
|
||||
return base.Process(delta);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,12 +1,13 @@
|
|||
using Godot;
|
||||
using SupaLidlGame.Extensions;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace SupaLidlGame.State;
|
||||
|
||||
public abstract partial class StateMachine<T> : Node where T : Node, IState<T>
|
||||
{
|
||||
[Signal]
|
||||
public delegate void OnStateChangedEventHandler(Node state);
|
||||
public delegate void StateChangedEventHandler(Node state);
|
||||
|
||||
public T CurrentState { get; protected set; }
|
||||
|
||||
|
@ -17,7 +18,30 @@ public abstract partial class StateMachine<T> : Node where T : Node, IState<T>
|
|||
ChangeState(InitialState);
|
||||
}
|
||||
|
||||
public virtual bool ChangeState(T nextState, bool isProxied = false)
|
||||
public virtual bool ChangeState(T nextState)
|
||||
{
|
||||
return ChangeState(nextState, out Stack<T> _);
|
||||
}
|
||||
|
||||
public bool ChangeState(T nextState, out T finalState)
|
||||
{
|
||||
var status = ChangeState(nextState, out Stack<T> states);
|
||||
finalState = states.Peek();
|
||||
return status;
|
||||
}
|
||||
|
||||
public bool ChangeState(T nextState, out Stack<T> states)
|
||||
{
|
||||
states = new Stack<T>();
|
||||
states.Push(CurrentState);
|
||||
var result = ChangeStateRecursive(nextState, states);
|
||||
EmitSignal(SignalName.StateChanged, states.Peek());
|
||||
return result;
|
||||
}
|
||||
|
||||
protected virtual bool ChangeStateRecursive(
|
||||
T nextState,
|
||||
Stack<T> states)
|
||||
{
|
||||
if (nextState is null)
|
||||
{
|
||||
|
@ -32,6 +56,7 @@ public abstract partial class StateMachine<T> : Node where T : Node, IState<T>
|
|||
|
||||
var previousState = CurrentState;
|
||||
CurrentState = nextState;
|
||||
states.Push(nextState);
|
||||
|
||||
// if the next state decides it should enter a different state,
|
||||
// then we enter that different state instead
|
||||
|
@ -39,7 +64,7 @@ public abstract partial class StateMachine<T> : Node where T : Node, IState<T>
|
|||
|
||||
if (nextNextState is T t)
|
||||
{
|
||||
return ChangeState(t, true);
|
||||
return ChangeStateRecursive(t, states);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
|
@ -42,7 +42,7 @@ public partial class ThinkerStateMachine : StateMachine<ThinkerState>
|
|||
}
|
||||
}
|
||||
|
||||
public override bool ChangeState(ThinkerState nextState, bool isProxied = false)
|
||||
public override bool ChangeState(ThinkerState nextState)
|
||||
{
|
||||
if (base.ChangeState(nextState))
|
||||
{
|
||||
|
|
|
@ -7,6 +7,12 @@ public partial class WeaponStateMachine : StateMachine<WeaponState>
|
|||
[Export]
|
||||
public override WeaponState InitialState { get; set; }
|
||||
|
||||
[Export]
|
||||
public Godot.Collections.Array<NodePath> UsedItemStates { get; protected set; }
|
||||
|
||||
[Export]
|
||||
public Godot.Collections.Array<NodePath> DeusedItemStates { get; protected set; }
|
||||
|
||||
public void Use()
|
||||
{
|
||||
var state = CurrentState.Use();
|
||||
|
|
Loading…
Reference in New Issue