SupaLidlGame/Entities/Campfire.cs

56 lines
1.4 KiB
C#

using Godot;
using GodotUtilities;
using SupaLidlGame.BoundingBoxes;
using SupaLidlGame.Extensions;
using GodotUtilities.SourceGenerators;
using DialogueManagerRuntime;
namespace SupaLidlGame.Entities;
[Scene]
public partial class Campfire : StaticBody2D, Utils.IInteractive
{
[Node("PointLight2D")]
private PointLight2D _light;
[Node("InteractionTrigger")]
public InteractionTrigger InteractionTrigger { get; set; }
[Signal]
public delegate void UseEventHandler();
[Export(PropertyHint.File, "*.dialogue")]
public Resource DialogueResource { get; set; }
public override void _Notification(int what)
{
if (what == NotificationSceneInstantiated)
{
WireNodes();
}
}
public override void _Ready()
{
InteractionTrigger.Interaction += () =>
{
// save the player's spawn position to be their position on interaction
EmitSignal(SignalName.Use);
var world = this.GetWorld();
// TODO: implement and use max health
world.CurrentPlayer.Health = 100;
//this.GetAncestor<Utils.World>().SetSpawn(GlobalPosition);
world.DialogueBalloon.Start(DialogueResource, "start");
};
}
public override void _Process(double delta)
{
_light.Energy += (GD.Randf() - 0.5f) * 8 * (float)delta;
_light.Energy = Mathf.Clamp(_light.Energy, 1.8f, 2f);
}
}