more encapsulated effect application
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@@ -1,5 +1,6 @@
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using System;
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using Gamesmiths.Forge.Abilities;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Cues;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Effects.Components;
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@@ -71,3 +72,24 @@ public class ExplodingSwordThrowBehavior<TPayload>(Node3D owner, PackedScene? ex
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{
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}
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}
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public class FlyingSwordBehavior(IForgeEntity owner, EffectData effectData) : IAbilityBehavior
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{
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private ActiveEffectHandle? _effectHandle;
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public void OnStarted(AbilityBehaviorContext context)
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{
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GD.Print("This is applying the periodic effect to the flying weapon");
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_effectHandle = owner.EffectsManager.ApplyEffect(new Effect(effectData, new EffectOwnership(owner, owner)));
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context.AbilityHandle.CommitAbility();
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}
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public void OnEnded(AbilityBehaviorContext context)
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{
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GD.Print("This is removing the periodic effect from the flying weapon");
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if (_effectHandle is not null)
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owner.EffectsManager.RemoveEffect(_effectHandle);
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context.InstanceHandle.End();
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}
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}
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@@ -242,9 +242,7 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
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Events.Subscribe<WeaponEventPayload>(WeaponStoppedFlyingEventTag, data =>
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{
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GD.Print("This is removing the periodic effect to the flying weapon");
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GD.Print(data.Payload.Message);
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if (_flyingWeaponEffectHandle is { IsValid: true }) EffectsManager.RemoveEffect(_flyingWeaponEffectHandle);
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_weaponFlyingAbility.Cancel();
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});
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}
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private ActiveEffectHandle? _flyingWeaponEffectHandle;
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@@ -266,15 +264,12 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
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abilityTags: WeaponFlyingAbilityTag.GetSingleTagContainer(),
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instancingPolicy: AbilityInstancingPolicy.PerEntity,
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abilityTriggerData: AbilityTriggerData.ForEvent<WeaponEventPayload>(WeaponStartedFlyingEventTag),
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behaviorFactory: () => new ClosureBehavior<WeaponEventPayload>((ctx, payload) =>
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{
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GD.Print("This is applying the periodic effect to the flying weapon");
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GD.Print(payload.Message);
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_flyingWeaponEffectHandle = EffectsManager.ApplyEffect(new Effect(flyingWeaponEffectData, new EffectOwnership(this, this)));
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}));
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Abilities.GrantAbilityPermanently(weaponHandToFlyingAbilityData, 1, LevelComparison.None, this);
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behaviorFactory: () => new FlyingSwordBehavior(this, flyingWeaponEffectData));
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_weaponFlyingAbility = Abilities.GrantAbilityPermanently(weaponHandToFlyingAbilityData, 1, LevelComparison.None, this);
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}
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private AbilityHandle _weaponFlyingAbility;
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public void GrantNewAbilityForWeaponFly(RExplodingSword ability)
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{
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var weaponFlyingAbilityData = new AbilityData(
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