removed obsolete interfaces for health and damage
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@@ -21,8 +21,6 @@ using Node = Godot.Node;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png"), Meta(typeof(IAutoNode))]
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public partial class Enemy : CharacterBody3D,
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IDamageable,
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IHealthable,
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IKillable,
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IMoveable,
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ISpawnable,
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@@ -40,15 +38,6 @@ public partial class Enemy : CharacterBody3D,
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[Dependency]
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public CuesManager CuesManager => this.DependOn<CuesManager>();
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#endregion
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#region Signals
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// Signals and events
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public event Action<IDamageable, DamageRecord> DamageTaken = null!;
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public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
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public event Action<IHealthable> HealthDepleted = null!;
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#endregion
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#region Inspector
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@@ -57,25 +46,14 @@ public partial class Enemy : CharacterBody3D,
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[Export]
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public Node3D? Target { get; set; }
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[Export] public required ForgeAbilityData HitAbility { get; set; }
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[Export]
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public float EnemyHeight { get; set; } = 1f;
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[ExportGroup("Health")]
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[Export]
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public RHealth RHealth { get; set; } = null!;
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[Export]
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public RDeathEffect[] DeathEffects { get; set; } = null!;
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public IHealthable CHealth { get; set; } = null!;
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[ExportGroup("Damage")]
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[Export]
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public RDamage? RDamage { get; set; }
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public IDamageable CDamageable { get; set; } = null!;
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public RDeathEffect[] DeathEffects { get; set; } = [];
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[Export]
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public RKnockback? RKnockback { get; set; }
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public IKnockbackable CKnockback { get; set; } = null!;
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public IKnockbackable? CKnockback { get; set; }
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[ExportGroup("Movement")]
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[Export]
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@@ -84,13 +62,6 @@ public partial class Enemy : CharacterBody3D,
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#endregion
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// Public stuff
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public float CurrentHealth
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{
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get => CHealth.CurrentHealth;
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set => CHealth.CurrentHealth = value;
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}
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#region IForgeEntity
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// Perfectly forward the IForgeEntity interface to the ForgeEntity component
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@@ -145,13 +116,7 @@ public partial class Enemy : CharacterBody3D,
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{
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CMovement = GetNode<Node>("CMovement") as IMoveable ?? throw new Exception("Movement component not found");
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CMovement.RMovement = RMovement;
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CDamageable = GetNode<Node>("CDamageable") as IDamageable ?? throw new Exception("Damageable component not found");
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CHealth = GetNode<Node>("CHealth") as IHealthable ?? throw new Exception("Health component not found");
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CKnockback = GetNode<Node>("CKnockback") as IKnockbackable ?? throw new Exception("Knockback component not found");
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CHealth.RHealth = RHealth;
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CHealth.CurrentHealth = RHealth.StartingHealth;
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CKnockback.RKnockback = RKnockback;
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_hitAbilityHandle = Abilities.GrantAbilityPermanently(HitAbility.GetAbilityData(), 1, LevelComparison.None, this);
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@@ -177,10 +142,6 @@ public partial class Enemy : CharacterBody3D,
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public void SetupSignals()
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{
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// Anonymous function call to erase return values of ReduceHealth
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// CDamageable.DamageTaken += (source, record) => ReduceHealth(source, record);
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// CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
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// CHealth.HealthDepleted += Kill;
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}
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public override void _PhysicsProcess(double delta)
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@@ -220,7 +181,7 @@ public partial class Enemy : CharacterBody3D,
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public Vector3 ComputeVelocity(MovementInputs inputs)
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{
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return CMovement is null ? Vector3.Zero : CMovement.ComputeVelocity(inputs);
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return CMovement.ComputeVelocity(inputs);
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}
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public void OnDamageReceived(EventData<DamageDone> data)
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@@ -244,46 +205,10 @@ public partial class Enemy : CharacterBody3D,
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public void OnDeath(EventData data)
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{
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// Remove weapon that might be planted there
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foreach (var child in GetChildren())
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{
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if (child is not WeaponSystem system) continue;
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CallDeferred(Node.MethodName.RemoveChild, system);
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GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, system);
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system.CallDeferred(Node3D.MethodName.SetGlobalPosition, GlobalPosition + Vector3.Up*EnemyHeight);
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system.CallDeferred(WeaponSystem.MethodName.RethrowWeapon);
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}
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CallDeferred(Node.MethodName.QueueFree);
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Kill();
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}
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public DamageRecord TakeDamage(DamageRecord damageRecord)
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{
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if (CDamageable is null)
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return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
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var finalDamage = CDamageable.TakeDamage(damageRecord);
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DamageTaken?.Invoke(this, finalDamage);
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return finalDamage;
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}
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public DamageRecord ComputeDamage(DamageRecord damageRecord)
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{
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if (CDamageable is null)
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return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
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return CDamageable.ComputeDamage(damageRecord);
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}
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public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
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{
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if (CHealth is null) return new HealthChangedRecord(0, 0, 0);
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var record = CHealth.ReduceHealth(source, damageRecord);
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HealthChanged?.Invoke(this, record);
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return record;
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}
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public void Kill(IHealthable source)
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public void Kill()
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{
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// Remove weapon that might be planted there
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foreach (var child in GetChildren())
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@@ -299,24 +224,24 @@ public partial class Enemy : CharacterBody3D,
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foreach (var killable in DeathEffects.ToIKillables())
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{
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killable.Kill(source);
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killable.Kill();
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}
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CallDeferred(Node.MethodName.QueueFree);
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}
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public void RegisterKnockback(KnockbackRecord knockbackRecord)
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{
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CKnockback.RegisterKnockback(knockbackRecord);
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CKnockback!.RegisterKnockback(knockbackRecord);
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}
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public Vector3 ComputeKnockback()
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{
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return CKnockback.ComputeKnockback();
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return CKnockback!.ComputeKnockback();
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}
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public Vector3 GetTargetGlobalPosition()
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{
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return TargetComponent == null ? GlobalPosition : TargetComponent.GlobalPosition;
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return TargetComponent.GlobalPosition;
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}
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// Stun management
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