Using provided ForgeManager singleton and forge_data resource for tags

This commit is contained in:
2026-04-01 15:07:28 +02:00
parent 1d298b3080
commit 15cb80d045
9 changed files with 27 additions and 86 deletions

View File

@@ -2,6 +2,7 @@ using System;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Godot.Core;
using Gamesmiths.Forge.Tags;
using Godot;
using Movementtests.interfaces;
@@ -86,16 +87,15 @@ public partial class Enemy : CharacterBody3D,
_target = GetNode<Node3D>("CTarget");
// Forge stuff
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
var baseTags = new TagContainer(
forgeManager.TagsManager,
ForgeManagers.Instance.TagsManager,
[
Tag.RequestTag(forgeManager.TagsManager, "character.enemy")
Tag.RequestTag(ForgeManagers.Instance.TagsManager, "character.enemy")
]);
Attributes = new EntityAttributes(new EnemyAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
EffectsManager = new EffectsManager(this, ForgeManagers.Instance.CuesManager);
Abilities = new(this);
Events = new();