Replaced the entire mana usage and inhibition with the provided forge resources
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@@ -28,9 +28,10 @@ using Movementtests.scenes.player_controller.scripts;
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using Movementtests.tools;
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using Movementtests.forge.abilities;
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using Movementtests.tools.calculators;
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using Movementtests.tools.effects;
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using RustyOptions;
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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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public partial class PlayerController : CharacterBody3D,
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IDamageable,
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@@ -114,7 +115,7 @@ public partial class PlayerController : CharacterBody3D,
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[ExportGroup("General")]
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[Export]
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public ForgeTagContainer BaseTags { get; set; } = new();
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[Export] public RManaRegen ManaRegen = null!;
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[Export] public ForgeTag EmpoweredActionUsed;
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[ExportGroup("Abilities")]
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[ExportSubgroup("Common and defaults")]
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@@ -126,6 +127,8 @@ public partial class PlayerController : CharacterBody3D,
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[ExportGroup("Effects")]
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[ExportSubgroup("Common and defaults")]
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[Export] public ForgeEffectData[] DefaultPermanentEffects = [];
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[ExportSubgroup("Applied on Empowered Action used")]
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[Export] public ForgeEffectData[] EmpoweredActionEffects = [];
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// Combat stuff
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[ExportCategory("Combat")]
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@@ -435,7 +438,6 @@ public partial class PlayerController : CharacterBody3D,
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private Camera3D _camera = null!;
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private AbilityHandle? _empoweredActionHandle;
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private ActiveEffectHandle? _manaRegenEffectHandle;
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public override void _Ready()
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{
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@@ -488,11 +490,21 @@ public partial class PlayerController : CharacterBody3D,
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levelOverridePolicy: LevelComparison.None,
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sourceEntity: this);
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}
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// var empoweredActionData = EmpoweredAction.Ability(tagsManager);
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// // Grant permanently
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var manaRegenEffect = new Effect(ManaRegen.ManaRegen(tagsManager), new EffectOwnership(this, this));
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_manaRegenEffectHandle = EffectsManager.ApplyEffect(manaRegenEffect);
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// Apply all default effects
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foreach (var effect in DefaultPermanentEffects)
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{
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EffectsManager.ApplyEffect(new Effect(effect.GetEffectData(), new EffectOwnership(this, this)));
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}
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// Subscribe default empowered actions effects to the Empowered Action Used event
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foreach (var effect in EmpoweredActionEffects)
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{
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Events.Subscribe<EmpoweredActionPayload>(EmpoweredActionUsed.GetTag(), data =>
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{
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EffectsManager.ApplyEffect(new Effect(effect.GetEffectData(), new EffectOwnership(this, this)));
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});
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}
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
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@@ -2089,6 +2101,13 @@ public partial class PlayerController : CharacterBody3D,
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_canDashAirborne = true;
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EmpoweredActionsLeft--;
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_playerState.SendEvent(EmpoweredActionsLeft <= 0 ? "expired" : "power_used");
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Events.Raise(new EventData<EmpoweredActionPayload>
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{
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EventTags = EmpoweredActionUsed.GetTag().GetSingleTagContainer()!,
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Source = this,
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Payload = new EmpoweredActionPayload()
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});
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}
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///////////////////////////
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