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No commits in common. "341f5137ebea8160b386d377965e5ca8234a9c9c" and "57c821b55c5d16d20610182ca72645fd5131d0d9" have entirely different histories.
341f5137eb
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57c821b55c
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@ -27,7 +27,7 @@ public partial class Character : CharacterBody2D, IFaction
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}
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[Export]
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public CharacterStats Stats { get; protected set; }
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public CharacterStats Stats { get; private set; }
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[Signal]
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public delegate void HealthChangedEventHandler(Events.HealthChangedArgs args);
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@ -115,7 +115,7 @@ public partial class Character : CharacterBody2D, IFaction
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if (Stats is not null)
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{
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Stats.Stagger += (double time, float staggerDamage) =>
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Stats.Stagger += (double time) =>
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{
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Stun(time);
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};
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@ -1,4 +1,4 @@
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[gd_scene load_steps=70 format=3 uid="uid://d2skjvvx6fal0"]
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[gd_scene load_steps=68 format=3 uid="uid://d2skjvvx6fal0"]
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[ext_resource type="Script" path="res://Characters/Doc.cs" id="2_3elet"]
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[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="2_5jxom"]
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@ -7,10 +7,8 @@
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[ext_resource type="Script" path="res://State/Character/CharacterStateMachine.cs" id="3_t5jjc"]
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[ext_resource type="Texture2D" uid="uid://dpepm54hjuyga" path="res://Assets/Sprites/Characters/forsen-hand.png" id="4_8lqj6"]
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[ext_resource type="Script" path="res://State/Character/NPCIdleState.cs" id="4_b35px"]
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[ext_resource type="Script" path="res://Utils/PlayerStats.cs" id="5_a7fiw"]
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[ext_resource type="Script" path="res://State/Character/NPCMoveState.cs" id="5_pejsd"]
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[ext_resource type="Script" path="res://State/NPC/NPCStateMachine.cs" id="6_kjpug"]
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[ext_resource type="Script" path="res://Utils/Values/DoubleValue.cs" id="6_kyulo"]
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[ext_resource type="Script" path="res://State/Character/CharacterDashState.cs" id="7_0ks57"]
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[ext_resource type="Script" path="res://State/NPC/Doc/DocTelegraphState.cs" id="7_tfwbh"]
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[ext_resource type="PackedScene" uid="uid://cjgxyhgcyvsv7" path="res://BoundingBoxes/Hurtbox.tscn" id="7_tnve0"]
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@ -573,12 +571,6 @@ Inventory = NodePath("Inventory")
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StateMachine = NodePath("StateMachine")
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Hurtbox = NodePath("Hurtbox")
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[node name="Stats" type="Node" parent="."]
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script = ExtResource("5_a7fiw")
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[node name="StaggerDamage" type="Node" parent="Stats"]
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script = ExtResource("6_kyulo")
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[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState", "Character")]
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script = ExtResource("3_t5jjc")
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InitialState = NodePath("Idle")
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@ -42,6 +42,7 @@ public sealed partial class Player : Character
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[Export]
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public AnimationTree AnimationTree { get; private set; }
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[Export]
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public new PlayerStats Stats { get; private set; }
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public InteractionRay InteractionRay { get; private set; }
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@ -53,10 +54,8 @@ public sealed partial class Player : Character
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_characterEffects = GetNode<Node2D>("%CharacterEffects");
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_targetTracer = GetNode<TargetTracer>("%TargetTracer");
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base.Stats = GetNode<PlayerStats>("Stats");
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Stats = (PlayerStats)base.Stats;
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base._Ready();
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Stats = GetNode<PlayerStats>("Stats");
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Inventory.UsedItem += (Items.Item item) =>
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{
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@ -576,7 +576,7 @@ size = Vector2(8, 8)
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closed = false
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polygon = PackedVector2Array(-3, 0, 2, 0)
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[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Camera", "DirectionMarker", "Stats", "Sprite", "Inventory", "StateMachine", "Hurtbox")]
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[node name="Player" type="CharacterBody2D" node_paths=PackedStringArray("Camera", "DirectionMarker", "Stats", "Stats", "Sprite", "Inventory", "StateMachine", "Hurtbox")]
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y_sort_enabled = true
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texture_filter = 3
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material = SubResource("ShaderMaterial_h78y7")
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@ -585,6 +585,7 @@ collision_mask = 17
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script = ExtResource("1_flygr")
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Camera = NodePath("Camera2D")
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DirectionMarker = NodePath("Direction2D")
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Stats = NodePath("Stats")
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Speed = 80.0
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Stats = NodePath("Stats")
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HandTexture = ExtResource("3_3dqh7")
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@ -10,7 +10,5 @@ public interface IParryable
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public ulong ParryTimeOrigin { get; }
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public float BlockForce { get; }
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public void Stun(float blockForce);
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public void Stun();
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}
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@ -62,9 +62,6 @@ public partial class Sword : Weapon, IParryable
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public ulong ParryTimeOrigin { get; protected set; }
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[Export]
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public float BlockForce { get; set; } = 1;
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private Tween _currentTween;
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private AnimationNodeStateMachinePlayback _playback;
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@ -217,7 +214,7 @@ public partial class Sword : Weapon, IParryable
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{
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// our character was parried
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ParryParticles.CloneOnWorld<GpuParticles2D>().EmitOneShot();
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Stun(otherParryable.BlockForce);
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Stun();
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if (otherParryable is Sword sword)
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{
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@ -238,13 +235,12 @@ public partial class Sword : Weapon, IParryable
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/// Stuns the wepaon holder. This is unique to swords and melee weapons
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/// if they can parry.
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/// </summary>
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public void Stun(float blockForce)
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public void Stun()
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{
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IsParried = true;
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Character.Stats.AddStaggerDamage(Damage * blockForce);
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// optionally play parry sound
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GetNode<AudioStreamPlayer2D>("ParrySound")?
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AnimationPlayer.SpeedScale = 0.25f;
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Character.Stun(2);
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GetNode<AudioStreamPlayer2D>("ParrySound")
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.OnWorld()
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.WithPitchDeviation(0.125f)
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.PlayOneShot();
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@ -25,13 +25,9 @@ public partial class SwordBlockState : WeaponState
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private bool _isAlternate = false;
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private float _oldBlockForce;
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public override WeaponState Enter(IState<WeaponState> prevState)
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{
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Sword.EnableParry(ulong.MaxValue);
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_oldBlockForce = Sword.BlockForce;
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Sword.BlockForce *= 4;
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_useDuration = Sword.UseAltTime;
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_attackDuration = Sword.AttackAltTime;
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@ -59,12 +55,6 @@ public partial class SwordBlockState : WeaponState
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public override void Exit(IState<WeaponState> nextState)
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{
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if (nextState == IdleState)
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{
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Sword.AnimationPlayer.Play("RESET");
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}
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Sword.BlockForce = _oldBlockForce;
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Deattack();
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HasBlocked = false;
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}
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@ -81,6 +71,7 @@ public partial class SwordBlockState : WeaponState
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if ((_useDuration -= delta) <= 0)
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{
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Sword.AnimationPlayer.Play("RESET");
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return IdleState;
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}
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@ -8,6 +8,7 @@ public partial class StunEffect : ColorRect
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{
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Events.EventBus.Instance.PlayerStun += () =>
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{
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GD.Print("PLAYER STUNNED!!!");
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GetNode<AnimationPlayer>("AnimationPlayer").Play("tighten");
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};
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}
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@ -16,7 +16,7 @@ public partial class CharacterStats : Node
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public double MaxStagger { get; set; } = 25;
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[Signal]
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public delegate void StaggerEventHandler(double time, float damage);
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public delegate void StaggerEventHandler(double time);
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public bool ShouldStagger => StaggerDamage.Value >= MaxStagger;
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@ -42,12 +42,10 @@ public partial class CharacterStats : Node
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public void AddStaggerDamage(float damage)
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{
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float delta = damage * (float)StaggerCoefficient;
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StaggerDamage.Value += delta;
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StaggerDamage.Value += damage * StaggerCoefficient;
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if (StaggerDamage.Value >= MaxStagger)
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{
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EmitSignal(SignalName.Stagger, 1, delta);
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StaggerDamage.Value = 0;
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EmitSignal(SignalName.Stagger, 1);
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}
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else
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{
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