fix: enemies dying from falling would remove the weapon from the world. Thrown weapon now respawn like the player.
This commit is contained in:
67
maps/_templates/MainSceneTemplate.cs
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67
maps/_templates/MainSceneTemplate.cs
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@@ -0,0 +1,67 @@
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using Godot;
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using System;
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using Movementtests.interfaces;
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using Movementtests.systems;
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public partial class MainSceneTemplate : Node3D
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{
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private Marker3D? _playerRespawnMarker;
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private AnimationPlayer? _animationPlayer;
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private Node3D? _respawnabble;
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private Area3D? _playerFellPlane;
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private Area3D? _deathPlane;
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public override void _Ready()
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{
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_playerRespawnMarker = GetNode<Marker3D>("PlayerFellRespawn");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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_playerFellPlane = GetNode<Area3D>("PlayerFellTP");
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_deathPlane = GetNode<Area3D>("DeathPlane");
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if (_playerRespawnMarker == null) throw new Exception("Player respawn marker is null");
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if (_animationPlayer == null) throw new Exception("Animation player is null");
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if (_playerFellPlane == null) throw new Exception("Player reset plane is null");
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if (_deathPlane == null) throw new Exception("Enemy death plane is null");
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_playerFellPlane.BodyEntered += StartResetPlayerAnimation;
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_deathPlane.BodyEntered += KillEnemy;
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}
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public void ResetPlayerPosition()
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{
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if (_respawnabble == null || _playerRespawnMarker == null) throw new Exception("Player or respawn marker is null");
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_respawnabble.GlobalPosition = _playerRespawnMarker.GlobalPosition;
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}
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public void StartResetPlayerAnimation(Node3D body)
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{
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if (body is WeaponSystem weapon)
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{
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if (_playerRespawnMarker == null) throw new Exception("Respawn marker is null");
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weapon.GlobalPosition = _playerRespawnMarker.GlobalPosition;
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weapon.SetLinearVelocity(Vector3.Down);
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return;
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}
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_respawnabble = body as PlayerController;
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if (_respawnabble == null || _animationPlayer == null) throw new Exception("Player or anim player is null");
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_animationPlayer.Play("player_fell");
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}
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public void KillEnemy(Node3D body)
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{
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if (body is not IKillable killable)
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{
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body.QueueFree();
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return;
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}
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if (killable is not IHealthable healthable)
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{
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body.QueueFree();
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return;
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}
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killable.Kill(healthable);
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}
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}
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1
maps/_templates/MainSceneTemplate.cs.uid
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1
maps/_templates/MainSceneTemplate.cs.uid
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@@ -0,0 +1 @@
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uid://br0f18u1iou2d
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@@ -1,21 +0,0 @@
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extends Node3D
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@onready var player_fell_respawn: Marker3D = $PlayerFellRespawn
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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var _player: Node3D
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func _on_player_fell_tp_body_entered(body: Node3D) -> void:
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_player = body
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animation_player.play("player_fell")
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func reset_player_position() -> void:
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if _player == null:
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return
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_player.position = player_fell_respawn.position
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func _on_death_plane_body_entered(body: Node3D) -> void:
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body.queue_free()
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@@ -1 +0,0 @@
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uid://beof168aw2acj
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@@ -1,6 +1,6 @@
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[gd_scene format=3 uid="uid://55wehh6xombr"]
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[ext_resource type="Script" uid="uid://beof168aw2acj" path="res://maps/_templates/main_scene_template.gd" id="1_5g5a0"]
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[ext_resource type="Script" uid="uid://br0f18u1iou2d" path="res://maps/_templates/MainSceneTemplate.cs" id="1_5g5a0"]
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[ext_resource type="PackedScene" uid="uid://bkcsjsk2ciff" path="res://addons/maaacks_game_template/base/scenes/music_players/background_music_player.tscn" id="2_roiv2"]
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[ext_resource type="AudioStream" uid="uid://f8cvr5s041ej" path="res://assets/audio/ambiance/637083__nox_sound__ambiance_nature_night_cricket_calm_loop_stereo.wav" id="3_boadi"]
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[ext_resource type="Script" uid="uid://cupqhe3qv7ero" path="res://tools/general_manager.gd" id="3_k6got"]
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@@ -237,7 +237,7 @@ tracks/6/keys = {
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"transitions": PackedFloat32Array(1),
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"values": [{
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"args": [],
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"method": &"reset_player_position"
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"method": &"ResetPlayerPosition"
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}]
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}
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@@ -300,6 +300,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 300, 0)
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[node name="PlayerFellTP" type="Area3D" parent="." unique_id=1277888169]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -200, 0)
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collision_layer = 0
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collision_mask = 65537
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monitorable = false
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[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerFellTP" unique_id=1866249040]
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