new forge entity node to benefit from autoinject

This commit is contained in:
2026-05-02 15:24:28 +02:00
parent fb30a08b89
commit 0e6211943d
12 changed files with 134 additions and 99 deletions

74
forge/ForgeEntityNode.cs Normal file
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// Copyright © Gamesmiths Guild.
using System;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Godot.Core;
using Gamesmiths.Forge.Godot.Resources;
using Gamesmiths.Forge.Statescript;
using Gamesmiths.Forge.Tags;
using Godot;
using Node = Godot.Node;
namespace Movementtests.tools;
[GlobalClass]
[Icon("uid://cu6ncpuumjo20")]
[Meta(typeof(IAutoNode))]
public partial class ForgeEntityNode : Node, IForgeEntity
{
public override void _Notification(int what) => this.Notify(what);
[Dependency]
public TagsManager TagsManager => this.DependOn<TagsManager>();
[Dependency]
public CuesManager CuesManager => this.DependOn<CuesManager>();
[Export]
public ForgeTagContainer? BaseTags { get; set; }
[Export]
public ForgeSharedVariableSet? SharedVariableDefinitions { get; set; }
public required EntityAttributes Attributes { get; set; }
public required EntityTags Tags { get; set; }
public required EffectsManager EffectsManager { get; set; }
public required EntityAbilities Abilities { get; set; }
public required EventManager Events { get; set; }
public required Variables SharedVariables { get; set; }
public void OnReady()
{
BaseTags ??= new ForgeTagContainer();
Tags = new EntityTags(BaseTags.GetTagContainer());
Attributes = new EntityAttributes([.. ForgeUtils.CollectAttributeList(this)]);
Abilities = new EntityAbilities(this);
Events = new EventManager();
SharedVariables = new Variables();
SharedVariableDefinitions?.PopulateVariables(SharedVariables);
}
public void OnResolved()
{
EffectsManager = new EffectsManager(this, CuesManager);
var effectApplier = new EffectApplier(this);
effectApplier.ApplyEffects(this, this, this);
}
public override void _Process(double delta)
{
base._Process(delta);
EffectsManager.UpdateEffects(delta);
Abilities.UpdateAbilities(delta);
}
}