Setup empowered action as a Forge ability
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@@ -11,7 +11,6 @@ public class PlayerAttributeSet : AttributeSet
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public PlayerAttributeSet()
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{
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// Initialize the attributes with the current, min and max values.
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Health = InitializeAttribute(nameof(Health), 100, 0, 150);
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Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
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Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
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@@ -1,17 +1,25 @@
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using System;
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using System.Collections.Generic;
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using Gamesmiths.Forge.Abilities;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Effects.Components;
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using Gamesmiths.Forge.Effects.Duration;
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using Gamesmiths.Forge.Effects.Magnitudes;
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using Gamesmiths.Forge.Events;
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using Gamesmiths.Forge.Tags;
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using Godot;
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using GodotStateCharts;
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using Movementtests.addons.godot_state_charts.csharp;
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using Movementtests.interfaces;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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using Movementtests.scenes.player_controller.scripts;
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using Movementtests.tools;
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using Movementtests.forge.abilities;
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using RustyOptions;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
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@@ -398,6 +406,8 @@ public partial class PlayerController : CharacterBody3D,
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private ShapeCast3D _closeEnemyDetector = null!;
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private RayCast3D _aimAssisRayCast = null!;
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private Camera3D _camera = null!;
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private AbilityHandle? _empoweredActionHandle;
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public override void _Ready()
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{
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@@ -428,12 +438,26 @@ public partial class PlayerController : CharacterBody3D,
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EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
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Abilities = new(this);
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Events = new();
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var empoweredAction = new EmpoweredAction(forgeManager.TagsManager);
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var empoweredActionData = new AbilityData(
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name: "Empowered Action",
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costEffect: empoweredAction.EmpoweredActionCostEffect,
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cooldownEffects: [empoweredAction.EmpoweredActionCooldown],
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instancingPolicy: AbilityInstancingPolicy.PerEntity,
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behaviorFactory: () => new EmpoweredActionBehavior());
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// Grant permanently
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_empoweredActionHandle = Abilities.GrantAbilityPermanently(
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empoweredActionData,
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abilityLevel: 1,
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levelOverridePolicy: LevelComparison.None,
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sourceEntity: this);
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var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
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var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
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var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
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var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
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GD.Print(health, mana, strength, speed);
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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@@ -1913,10 +1937,47 @@ public partial class PlayerController : CharacterBody3D,
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public bool CanPerformEmpoweredAction()
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{
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if(_empoweredActionHandle == null) return false;
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var cooldowns = _empoweredActionHandle.GetCooldownData();
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foreach (var cd in cooldowns)
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{
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//GD.Print($"Cooldown remaining: {cd.RemainingTime}");
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}
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var costs = _empoweredActionHandle.GetCostData();
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foreach (var cost in costs)
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{
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// Assuming you want to check Mana costs
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if (cost.Attribute == "PlayerAttributeSet.Mana")
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{
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//GD.Print($"Mana Cost: {cost.Cost}");
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}
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}
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var canActivate = _empoweredActionHandle.CanActivate(out var failures);
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if (!canActivate)
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{
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GD.PrintErr($"Cannot activate empowered action: {failures}");
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if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
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if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
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}
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return canActivate;
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return EmpoweredActionsLeft > 0 && TutorialDone;
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}
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public void PerformEmpoweredAction()
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{
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if(_empoweredActionHandle == null) return;
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var canActivate = _empoweredActionHandle.Activate(out var failures);
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if (!canActivate)
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{
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GD.PrintErr($"Cannot activate empowered action: {failures}");
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if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
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if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
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}
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else
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{
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GD.Print($"Remaining mana: {Attributes["PlayerAttributeSet.Mana"].CurrentValue}");
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}
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_isWallJumpAvailable = true;
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_canDashAirborne = true;
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EmpoweredActionsLeft--;
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