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

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@@ -8,13 +8,13 @@ using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Godot.Nodes;
using Gamesmiths.Forge.Godot.Resources.Abilities;
using Gamesmiths.Forge.Statescript;
using Gamesmiths.Forge.Tags;
using Godot;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.tools;
using Node = Godot.Node;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png"), Meta(typeof(IAutoNode))]
@@ -118,15 +118,19 @@ public partial class Enemy : CharacterBody3D,
set => ForgeEntity.Events = value;
}
#endregion
public Variables SharedVariables
{
get => ForgeEntity.SharedVariables;
set => ForgeEntity.SharedVariables = value;
}
public Variables SharedVariables { get; }
#endregion
// Private stuff
[Node("DamageBox")] public required Area3D DamageBox { get; set;}
[Node("CTarget")] public required Node3D TargetComponent { get; set;}
[Node("CHealthBar")] public required CHealthbar HealthBarWrapper { get; set;}
[Node("ForgeEntity")] public required ForgeEntity ForgeEntity { get; set;}
[Node("ForgeEntityNode")] public required ForgeEntityNode ForgeEntity { get; set;}
private AbilityHandle? _hitAbilityHandle;
private EntityAttribute _healthAttribute;