Merge pull request 'main' (#8) from main into release/playtest-04-26
Reviewed-on: #8
This commit is contained in:
@@ -38,22 +38,30 @@ jobs:
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PRERELEASE: false
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INITIAL_VERSION: 0.1.0
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DEFAULT_BUMP: patch
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# Test:
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# runs-on: godot
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## env:
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## RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
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# env:
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# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
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# steps:
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# - name: Checkout with LFS
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# uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
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#
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#
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# - name: Setup Godot
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# id: setup-godot
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# uses: https://git.game-dev.space/minimata/setup-godot.git@main
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# with:
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# godot-version: ${GODOT_VERSION}
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# dotnet-version: ${DOTNET_VERSION}
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#
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#
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# - name: 🔬 Verify Setup
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# run: |
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# dotnet --version
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# ${{ steps.setup-godot.outputs.godot_bin }} --version
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#
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# - name: 🧑🔬 Generate .NET Bindings
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# run: ${{ steps.setup-godot.outputs.godot_bin }} --headless --build-solutions --quit || exit 0
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#
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# - name: Run C# Tests
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# env:
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# GODOT_BIN: ${{ steps.setup-godot.outputs.godot_bin }}
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@@ -61,19 +69,74 @@ jobs:
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# run: |
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# dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
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#
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## - name: Run tests
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## uses: godot-gdunit-labs/gdUnit4-action@v1
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## with:
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## godot-version: ${GODOT_VERSION}
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## godot-net: true
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## godot-force-mono: true
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## dotnet-version: ${DOTNET_VERSION}
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## paths: |
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## res://tests/
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## publish-report: false
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## upload-report: false
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## console-verbosity: 'normal'
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## arguments: "--verbose --headless --import"
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# # - name: Run tests
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# # uses: godot-gdunit-labs/gdUnit4-action@v1
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# # with:
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# # godot-version: ${GODOT_VERSION}
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# # godot-net: true
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# # godot-force-mono: true
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# # dotnet-version: ${DOTNET_VERSION}
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# # paths: |
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# # res://tests/
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# # publish-report: false
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# # upload-report: false
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# # console-verbosity: 'normal'
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# # arguments: "--verbose --headless --import"
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#
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# - name: Upload test report
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# uses: actions/upload-artifact@v3-node20
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# with:
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# name: Test Report
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# path: ${{ github.workspace }}/reports/test-result.html
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#
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# OtherTest:
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# runs-on: godot
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# env:
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# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
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# steps:
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# - name: Checkout with LFS
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# uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
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#
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# - uses: actions/setup-dotnet@v5
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# name: 💽 Setup .NET SDK
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# with:
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# dotnet-version: ${DOTNET_VERSION}
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#
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# - name: 📦 Restore Dependencies
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# run: |
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# dotnet --version
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# dotnet restore
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# dotnet build
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# dotnet list package
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#
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# - uses: chickensoft-games/setup-godot@v2
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# name: 🤖 Setup Godot
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# with:
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# # Version must include major, minor, and patch, and be >= 4.0.0
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# # Pre-release label is optional.
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# version: ${GODOT_VERSION}
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# # Use .NET-enabled version of Godot (the default is also true).
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# use-dotnet: true
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# # Include the Godot Export Templates (the default is false).
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# include-templates: true
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#
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# - name: 🔬 Verify Setup
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# run: |
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# dotnet --version
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# godot --version
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#
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# - name: 🧑🔬 Generate .NET Bindings
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# run: godot --headless --build-solutions --quit || exit 0
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#
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# - name: 🦺 Build Projects
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# run: dotnet build --configuration Release
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#
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# - name: Run C# Tests
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# env:
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# GODOT_BIN: godot
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# shell: bash
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# run: |
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# dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
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#
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# - name: Upload test report
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# uses: actions/upload-artifact@v3-node20
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@@ -3,6 +3,8 @@
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<TargetFramework>net9.0</TargetFramework>
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<EnableDynamicLoading>true</EnableDynamicLoading>
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<RootNamespace>Movementtests</RootNamespace>
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<!-- Catch compiler-mismatch issues with the Introspection generator -->
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<WarningsAsErrors>CS9057</WarningsAsErrors>
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</PropertyGroup>
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<ItemGroup>
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<Content Include=".runsettings" />
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@@ -131,6 +133,13 @@
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<ItemGroup>
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<PackageReference Include="RustyOptions" Version="0.10.1" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="Chickensoft.GodotNodeInterfaces" Version="3.0.12" />
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<PackageReference Include="Chickensoft.Introspection" Version="3.0.2" />
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<PackageReference Include="Chickensoft.Introspection.Generator" Version="3.0.2" PrivateAssets="all" OutputItemType="analyzer" />
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<PackageReference Include="Chickensoft.AutoInject" Version="2.12.8" PrivateAssets="all" />
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<PackageReference Include="Chickensoft.AutoInject.Analyzers" Version="2.12.8" PrivateAssets="all" OutputItemType="analyzer" />
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</ItemGroup>
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<Import Project="addons/forge/Forge.props" />
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<!-- gdUnit4 package dependencies -->
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@@ -25,12 +25,9 @@ public partial class InventoryManager : Node
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public delegate void WeaponEventAbilityRemovedEventHandler(WeaponEventAbilityData data);
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public Dictionary<WeaponSystem.WeaponEvent, HashSet<Resource>> WeaponEventsInventory { get; } = [];
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public static InventoryManager Instance { get; private set; }
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public override void _Ready()
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{
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Instance = this;
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WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick] = new HashSet<Resource>();
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WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying] = new HashSet<Resource>();
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WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying] = new HashSet<Resource>();
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@@ -1,47 +1,68 @@
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using Godot;
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using System;
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using Movementtests.interfaces;
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Movementtests.interfaces;using Movementtests.managers;
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using Movementtests.systems;
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public partial class MainSceneTemplate : Node3D
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[Meta(
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typeof(IAutoOn),
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typeof(IAutoConnect),
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typeof(IProvider)
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)]
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public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>
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{
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private Marker3D? _playerRespawnMarker;
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public override void _Notification(int what) => this.Notify(what);
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[Node("PlayerFellRespawn")] private Marker3D? PlayerRespawnMarker { get; set; }
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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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public required InventoryManager InventoryManager { get; set; }
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InventoryManager IProvide<InventoryManager>.Value() => InventoryManager;
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public void OnReady()
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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 (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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InventoryManager = new InventoryManager();
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AddChild(InventoryManager);
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this.Provide();
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}
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public void OnProvided()
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{
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// You can optionally implement this method. It gets called once you call
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// this.Provide() to inform AutoInject that the provided values are now
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// available.
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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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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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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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@@ -1,54 +1,67 @@
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using System.Collections.Generic;
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Godot.Resources.Abilities;
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using Godot;
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using Movementtests.managers;
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using Movementtests.systems;
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[Tool, GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_crate.png")]
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[Tool, GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_crate.png"), Meta(typeof(IAutoNode))]
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public partial class InventoryUi : Control
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{
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private AbilitySelection _startedFlyingSelection;
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private AbilitySelection _whileFlyingSelection;
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private AbilitySelection _stoppedFlyingSelection;
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public override void _Notification(int what) => this.Notify(what);
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#region Dependencies
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[Dependency]
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public InventoryManager InventoryManager => this.DependOn<InventoryManager>();
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#endregion Dependencies
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public override void _Ready()
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#region Nodes
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[Node]
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public required AbilitySelection StartedFlying { get; set; }
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[Node]
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public required AbilitySelection WhileFlying { get; set; }
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[Node]
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public required AbilitySelection StoppedFlying { get; set; }
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#endregion Nodes
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public void OnReady()
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{
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_startedFlyingSelection = GetNode<AbilitySelection>("%StartedFlying");
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_whileFlyingSelection = GetNode<AbilitySelection>("%WhileFlying");
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_stoppedFlyingSelection = GetNode<AbilitySelection>("%StoppedFlying");
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_startedFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying]);
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_whileFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick]);
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_stoppedFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying]);
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StartedFlying.AbilityAdded += AddAbilityForEvent;
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WhileFlying.AbilityAdded += AddAbilityForEvent;
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StoppedFlying.AbilityAdded += AddAbilityForEvent;
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_startedFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_whileFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_stoppedFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_startedFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
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_whileFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
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_stoppedFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
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InventoryManager.Instance.WeaponEventAbilityAdded += OnWeaponEventInventoryAdded;
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InventoryManager.Instance.WeaponEventAbilityRemoved += OnWeaponEventInventoryRemoved;
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StartedFlying.AbilityRemoved += RemoveAbilityForEvent;
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WhileFlying.AbilityRemoved += RemoveAbilityForEvent;
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StoppedFlying.AbilityRemoved += RemoveAbilityForEvent;
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}
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public override void _ExitTree()
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public void OnResolved()
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{
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InventoryManager.Instance.WeaponEventAbilityAdded -= OnWeaponEventInventoryAdded;
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InventoryManager.Instance.WeaponEventAbilityRemoved -= OnWeaponEventInventoryRemoved;
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base._ExitTree();
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StartedFlying.Initialize(InventoryManager.WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying]);
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WhileFlying.Initialize(InventoryManager.WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick]);
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StoppedFlying.Initialize(InventoryManager.WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying]);
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InventoryManager.WeaponEventAbilityAdded += OnWeaponEventInventoryAdded;
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InventoryManager.WeaponEventAbilityRemoved += OnWeaponEventInventoryRemoved;
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}
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public void OnExitTree()
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{
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InventoryManager.WeaponEventAbilityAdded -= OnWeaponEventInventoryAdded;
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InventoryManager.WeaponEventAbilityRemoved -= OnWeaponEventInventoryRemoved;
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}
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public void AddAbilityForEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
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{
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InventoryManager.Instance.AddAbilityForWeaponEvent(forEvent, abilityBehavior);
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InventoryManager.AddAbilityForWeaponEvent(forEvent, abilityBehavior);
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}
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public void RemoveAbilityForEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
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{
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InventoryManager.Instance.RemoveAbilityForWeaponEvent(forEvent, abilityBehavior);
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InventoryManager.RemoveAbilityForWeaponEvent(forEvent, abilityBehavior);
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}
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public void OnWeaponEventInventoryAdded(WeaponEventAbilityData data)
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@@ -71,9 +84,9 @@ public partial class InventoryUi : Control
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{
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var abilitiesSelectionsMap = new Dictionary<WeaponSystem.WeaponEvent, AbilitySelection>
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{
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{ WeaponSystem.WeaponEvent.StartedFlying, _startedFlyingSelection },
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{ WeaponSystem.WeaponEvent.StoppedFlying, _stoppedFlyingSelection },
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{ WeaponSystem.WeaponEvent.FlyingTick, _whileFlyingSelection },
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{ WeaponSystem.WeaponEvent.StartedFlying, StartedFlying },
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{ WeaponSystem.WeaponEvent.StoppedFlying, StoppedFlying },
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{ WeaponSystem.WeaponEvent.FlyingTick, WhileFlying },
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};
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return abilitiesSelectionsMap[forEvent];
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@@ -30,7 +30,6 @@ Shaker="*uid://c7flmumgr5w3u"
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CsgToolkitAutoload="*uid://w8ad8q4lneis"
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"Forge Bootstrap"="*uid://ba8fquhtwu5mu"
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GlobalHelpers="*uid://dqcm83o8e66a2"
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InventoryManager="*uid://cgwhrwfqsiing"
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[display]
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@@ -1,5 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Chickensoft.AutoInject;
|
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using Chickensoft.Introspection;
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||||
using Gamesmiths.Forge.Abilities;
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using Gamesmiths.Forge.Attributes;
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||||
using Gamesmiths.Forge.Core;
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@@ -35,7 +37,8 @@ using Node = Godot.Node;
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public record struct EmpoweredActionPayload;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
|
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|
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png"), Meta(typeof(IAutoNode))]
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public partial class PlayerController : CharacterBody3D,
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||||
IDamageable,
|
||||
IDamageDealer,
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||||
@@ -43,6 +46,11 @@ public partial class PlayerController : CharacterBody3D,
|
||||
IKnockbackable,
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||||
IForgeEntity
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||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
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||||
[Dependency]
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||||
public InventoryManager InventoryManager => this.DependOn<InventoryManager>();
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||||
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||||
// Enums
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||||
public enum AllowedInputs
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||||
{
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||||
@@ -426,7 +434,7 @@ public partial class PlayerController : CharacterBody3D,
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||||
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private AbilityHandle? _empoweredActionHandle;
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||||
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||||
public override void _Ready()
|
||||
public void OnReady()
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||||
{
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||||
LoadSettings();
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||||
|
||||
@@ -716,14 +724,20 @@ public partial class PlayerController : CharacterBody3D,
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_parryStandard.StateEntered += OnStandardParryStarted;
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_parryDash.StateEntered += OnDashParryStarted;
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// Inventory Management
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InventoryManager.Instance.WeaponEventAbilityAdded += OnWeaponEventAbilityAdded;
|
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InventoryManager.Instance.WeaponEventAbilityRemoved += OnWeaponEventAbilityRemoved;
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// Forge events
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var weaponLeftToken = WeaponSystem.Events.Subscribe(WeaponSystem.WeaponStartedFlyingEventTag, OnWeaponLeft);
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var weaponLandedToken = WeaponSystem.Events.Subscribe(WeaponSystem.WeaponStoppedFlyingEventTag, OnWeaponLanded);
|
||||
}
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
// All of my dependencies are now available! Do whatever you want with
|
||||
// them here.
|
||||
|
||||
// Inventory Management
|
||||
InventoryManager.WeaponEventAbilityAdded += OnWeaponEventAbilityAdded;
|
||||
InventoryManager.WeaponEventAbilityRemoved += OnWeaponEventAbilityRemoved;
|
||||
}
|
||||
|
||||
public void OnWeaponLeft(EventData data)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user