Replicated the weapon flying tick setup using resources
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// Copyright © Gamesmiths Guild.
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Statescript.Properties;
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using Godot;
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using ForgeNode = Gamesmiths.Forge.Statescript.Node;
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namespace Gamesmiths.Forge.Godot.Resources.Statescript;
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/// <summary>
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/// Base resource for all Statescript property resolvers. Each resolver type derives from this and implements the
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/// binding methods to wire serialized editor data into the core runtime graph.
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/// </summary>
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/// <remarks>
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/// Subclasses must override <see cref="ResolverTypeId"/> to return a unique string that matches the corresponding
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/// editor's <c>ResolverTypeId</c>. This enables automatic discovery and matching without hardcoded registrations.
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/// </remarks>
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[Tool]
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[GlobalClass]
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public partial class StatescriptResolverResource : Resource
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{
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/// <summary>
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/// Gets the unique type identifier for this resolver, used to match serialized resources to their corresponding
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/// editor. Subclasses must override this to return a non-empty string that matches their editor's
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/// <c>ResolverTypeId</c>.
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/// </summary>
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public virtual string ResolverTypeId => string.Empty;
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/// <summary>
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/// Binds this resolver as an input property on a runtime node. Implementations should register any necessary
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/// variable or property definitions on the graph and call <see cref="ForgeNode.BindInput"/> with the appropriate
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/// name.
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/// </summary>
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/// <param name="graph">The runtime graph being built.</param>
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/// <param name="runtimeNode">The runtime node to bind the input on.</param>
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/// <param name="nodeId">The serialized node identifier, used for generating unique property names.</param>
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/// <param name="index">The zero-based index of the input property to bind.</param>
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public virtual void BindInput(Graph graph, ForgeNode runtimeNode, string nodeId, byte index)
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{
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}
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/// <summary>
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/// Binds this resolver as an output variable on a runtime node. Implementations should call
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/// <see cref="ForgeNode.BindOutput(byte, StringKey, VariableScope)"/> with the appropriate variable name.
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/// </summary>
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/// <param name="runtimeNode">The runtime node to bind the output on.</param>
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/// <param name="index">The zero-based index of the output variable to bind.</param>
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public virtual void BindOutput(ForgeNode runtimeNode, byte index)
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{
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}
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/// <summary>
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/// Creates an <see cref="IPropertyResolver"/> from this resolver resource. Used when this resolver appears as a
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/// nested operand inside another resolver (e.g., left/right side of a comparison).
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/// </summary>
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/// <param name="graph">The runtime graph being built, used for looking up variable type information.</param>
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/// <returns>The property resolver instance, or a default zero-value resolver if the resource is not configured.
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/// </returns>
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public virtual IPropertyResolver BuildResolver(Graph graph)
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{
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return new VariantResolver(default, typeof(int));
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}
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}
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