Replicated the weapon flying tick setup using resources
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Create tag and build when new code gets to main / BumpTag (push) Successful in 26s
Create tag and build when new code gets to main / Export (push) Successful in 5m42s

This commit is contained in:
2026-04-07 16:32:26 +02:00
parent cc7cb90041
commit 1d856fd937
145 changed files with 12943 additions and 109 deletions

View File

@@ -7,7 +7,9 @@ using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Godot.Core;
using Gamesmiths.Forge.Godot.Resources;
using Gamesmiths.Forge.Statescript;
using Godot;
using Node = Godot.Node;
namespace Gamesmiths.Forge.Godot.Nodes;
@@ -18,6 +20,9 @@ public partial class ForgeEntity : Node, IForgeEntity
[Export]
public ForgeTagContainer BaseTags { get; set; } = new();
[Export]
public ForgeSharedVariableSet? SharedVariableDefinitions { get; set; }
public EntityAttributes Attributes { get; set; } = null!;
public EntityTags Tags { get; set; } = null!;
@@ -28,6 +33,8 @@ public partial class ForgeEntity : Node, IForgeEntity
public EventManager Events { get; set; } = null!;
public Variables SharedVariables { get; set; } = null!;
public override void _Ready()
{
base._Ready();
@@ -36,6 +43,9 @@ public partial class ForgeEntity : Node, IForgeEntity
EffectsManager = new EffectsManager(this, ForgeManagers.Instance.CuesManager);
Abilities = new EntityAbilities(this);
Events = new EventManager();
SharedVariables = new Variables();
SharedVariableDefinitions?.PopulateVariables(SharedVariables);
List<AttributeSet> attributeSetList = [];
@@ -63,5 +73,6 @@ public partial class ForgeEntity : Node, IForgeEntity
base._Process(delta);
EffectsManager.UpdateEffects(delta);
Abilities.UpdateAbilities(delta);
}
}