SupaLidlGame/Characters/Player.cs

116 lines
2.6 KiB
C#

using Godot;
using GodotUtilities;
using SupaLidlGame.Utils;
using SupaLidlGame.BoundingBoxes;
using SupaLidlGame.Extensions;
namespace SupaLidlGame.Characters;
[Scene]
public sealed partial class Player : Character
{
private string _spriteAnim;
[Export]
public PlayerCamera Camera { get; set; }
[Export]
public Marker2D DirectionMarker { get; private set; }
[Export]
public AnimationTree AnimationTree { get; private set; }
public InteractionRay InteractionRay { get; private set; }
public override void _Ready()
{
InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
Death += async (Events.HurtArgs args) =>
{
HurtAnimation.Play("death");
await ToSignal(HurtAnimation, "animation_finished");
};
base._Ready();
Inventory.UsedItem += (Items.Item item) =>
{
if (item is Items.Weapons.Sword)
{
AttackAnimation.Play("sword");
}
};
HealthChanged += (args) =>
{
var signal = Events.EventBus.SignalName.PlayerHealthChanged;
this.GetEventBus().EmitSignal(signal, args);
};
}
public override void _Input(InputEvent @event)
{
if (StateMachine != null)
{
StateMachine.Input(@event);
}
}
public void Spawn()
{
Health = 100;
HurtAnimation.Play("spawn");
}
public override void ModifyVelocity()
{
base.ModifyVelocity();
}
public override void Stun(float time)
{
base.Stun(time);
Camera.Shake(2, 0.8f);
// TODO: implement visual effects for stun
}
protected override void OnReceivedDamage(
float damage,
Character inflictor,
float knockback,
Vector2 knockbackDir = default)
{
if (damage >= 10 && IsAlive)
{
Camera.Shake(2, 0.5f);
}
GetNode<GpuParticles2D>("Effects/HurtParticles")
.SetDirection(knockbackDir);
base.OnReceivedDamage(damage, inflictor, knockback, knockbackDir);
}
public override void Die()
{
GD.Print("died");
//base.Die();
}
protected override void DrawTarget()
{
base.DrawTarget();
DirectionMarker.GlobalRotation = DirectionMarker.GlobalPosition
.DirectionTo(GetGlobalMousePosition())
.Angle();
}
public override void Footstep()
{
GetNode<AudioStreamPlayer2D>("Effects/Footstep")
.OnWorld()
.WithPitchDeviation(0.125f)
.Play();
}
}