made the initial inventory loadout into a resource to initialize the injected dependency with
This commit is contained in:
@@ -89,61 +89,61 @@ jobs:
|
||||
# name: Test Report
|
||||
# path: ${{ github.workspace }}/reports/test-result.html
|
||||
#
|
||||
OtherTest:
|
||||
runs-on: godot
|
||||
env:
|
||||
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
|
||||
steps:
|
||||
- name: Checkout with LFS
|
||||
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
|
||||
|
||||
- uses: actions/setup-dotnet@v5
|
||||
name: 💽 Setup .NET SDK
|
||||
with:
|
||||
dotnet-version: '9.0.x'
|
||||
|
||||
- name: 📦 Restore Dependencies
|
||||
run: |
|
||||
dotnet --version
|
||||
dotnet restore
|
||||
dotnet build
|
||||
dotnet list package
|
||||
|
||||
- uses: chickensoft-games/setup-godot@v2
|
||||
name: 🤖 Setup Godot
|
||||
with:
|
||||
# Version must include major, minor, and patch, and be >= 4.0.0
|
||||
# Pre-release label is optional.
|
||||
version: '4.6.2'
|
||||
# Use .NET-enabled version of Godot (the default is also true).
|
||||
use-dotnet: true
|
||||
# Include the Godot Export Templates (the default is false).
|
||||
include-templates: true
|
||||
|
||||
- name: 🔬 Verify Setup
|
||||
run: |
|
||||
dotnet --version
|
||||
godot --version
|
||||
|
||||
- name: 🧑🔬 Generate .NET Bindings
|
||||
run: godot --headless --build-solutions --import --quit || exit 0
|
||||
|
||||
- name: 🦺 Build Projects
|
||||
run: dotnet build --configuration ExportRelease
|
||||
|
||||
- name: Run C# Tests
|
||||
env:
|
||||
GODOT_BIN: /root/bin/godot
|
||||
shell: bash
|
||||
run: |
|
||||
dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--headless --import --quit"
|
||||
|
||||
- name: Upload test report
|
||||
uses: actions/upload-artifact@v3-node20
|
||||
if: always()
|
||||
with:
|
||||
name: Test Report
|
||||
path: ${{ github.workspace }}/reports/test-result.html
|
||||
# OtherTest:
|
||||
# runs-on: godot
|
||||
# env:
|
||||
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
|
||||
# steps:
|
||||
# - name: Checkout with LFS
|
||||
# uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
|
||||
#
|
||||
# - uses: actions/setup-dotnet@v5
|
||||
# name: 💽 Setup .NET SDK
|
||||
# with:
|
||||
# dotnet-version: '9.0.x'
|
||||
#
|
||||
# - name: 📦 Restore Dependencies
|
||||
# run: |
|
||||
# dotnet --version
|
||||
# dotnet restore
|
||||
# dotnet build
|
||||
# dotnet list package
|
||||
#
|
||||
# - uses: chickensoft-games/setup-godot@v2
|
||||
# name: 🤖 Setup Godot
|
||||
# with:
|
||||
# # Version must include major, minor, and patch, and be >= 4.0.0
|
||||
# # Pre-release label is optional.
|
||||
# version: '4.6.2'
|
||||
# # Use .NET-enabled version of Godot (the default is also true).
|
||||
# use-dotnet: true
|
||||
# # Include the Godot Export Templates (the default is false).
|
||||
# include-templates: true
|
||||
#
|
||||
# - name: 🔬 Verify Setup
|
||||
# run: |
|
||||
# dotnet --version
|
||||
# godot --version
|
||||
#
|
||||
# - name: 🧑🔬 Generate .NET Bindings
|
||||
# run: godot --headless --build-solutions --import --quit || exit 0
|
||||
#
|
||||
# - name: 🦺 Build Projects
|
||||
# run: dotnet build --configuration ExportRelease
|
||||
#
|
||||
# - name: Run C# Tests
|
||||
# env:
|
||||
# GODOT_BIN: /root/bin/godot
|
||||
# shell: bash
|
||||
# run: |
|
||||
# dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--headless --import --quit"
|
||||
#
|
||||
# - name: Upload test report
|
||||
# uses: actions/upload-artifact@v3-node20
|
||||
# if: always()
|
||||
# with:
|
||||
# name: Test Report
|
||||
# path: ${{ github.workspace }}/reports/test-result.html
|
||||
|
||||
Export:
|
||||
runs-on: godot
|
||||
|
||||
@@ -1,36 +1,40 @@
|
||||
using System.Collections.Generic;
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Gamesmiths.Forge.Godot.Resources.Abilities;
|
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using Godot;
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using Movementtests.systems;
|
||||
|
||||
namespace Movementtests.managers;
|
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|
||||
public partial class WeaponEventAbilityData(WeaponSystem.WeaponEvent forEvent, Resource ability)
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public partial class WeaponEventAbilityData(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior ability)
|
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: RefCounted
|
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{
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public WeaponSystem.WeaponEvent ForEvent { get; private set; } = forEvent;
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public Resource Ability { get; private set; } = ability;
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public ForgeAbilityBehavior Ability { get; private set; } = ability;
|
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}
|
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|
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[GlobalClass]
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public partial class InventoryManager : Node
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{
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[Signal]
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public delegate void InventoryChangedEventHandler();
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[Signal]
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public delegate void WeaponEventInventoryChangedEventHandler();
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#region Signals
|
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|
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[Signal]
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public delegate void WeaponEventAbilityAddedEventHandler(WeaponEventAbilityData data);
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[Signal]
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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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#endregion
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public override void _Ready()
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public Dictionary<WeaponSystem.WeaponEvent, HashSet<ForgeAbilityBehavior>> WeaponEventsInventory { get;
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private set;
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} = [];
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public void InitializeFromResource(WeaponInventory inventory)
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{
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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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WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponFlyingTickAbilities);
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WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponStartedFlyingAbilities);
|
||||
WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponStoppedFlyingAbilities);
|
||||
}
|
||||
|
||||
public void AddAbilityForWeaponEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
|
||||
@@ -39,7 +43,6 @@ public partial class InventoryManager : Node
|
||||
var addedAbilityToInventory = inventoryForEvent.Add(abilityBehavior);
|
||||
if (!addedAbilityToInventory) return;
|
||||
|
||||
EmitSignalWeaponEventInventoryChanged();
|
||||
EmitSignalWeaponEventAbilityAdded(new WeaponEventAbilityData(forEvent, abilityBehavior));
|
||||
}
|
||||
|
||||
@@ -49,7 +52,6 @@ public partial class InventoryManager : Node
|
||||
var removedFromInventory = inventoryForEvent.Remove(abilityBehavior);
|
||||
if (!removedFromInventory) return;
|
||||
|
||||
EmitSignalWeaponEventInventoryChanged();
|
||||
EmitSignalWeaponEventAbilityRemoved(new WeaponEventAbilityData(forEvent, abilityBehavior));
|
||||
}
|
||||
}
|
||||
|
||||
22
managers/WeaponInventory.cs
Normal file
22
managers/WeaponInventory.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System.Collections.Generic;
|
||||
using Gamesmiths.Forge.Godot.Resources.Abilities;
|
||||
using Godot;
|
||||
|
||||
namespace Movementtests.managers;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class WeaponInventory(
|
||||
ForgeAbilityBehavior[] onWeaponStartedFlyingAbilities,
|
||||
ForgeAbilityBehavior[] onWeaponFlyingTickAbilities,
|
||||
ForgeAbilityBehavior[] onWeaponStoppedFlyingAbilities
|
||||
) : Resource
|
||||
{
|
||||
[Export]
|
||||
public ForgeAbilityBehavior[] OnWeaponStartedFlyingAbilities { get; set; } = onWeaponStartedFlyingAbilities;
|
||||
[Export]
|
||||
public ForgeAbilityBehavior[] OnWeaponFlyingTickAbilities { get; set; } = onWeaponFlyingTickAbilities;
|
||||
[Export]
|
||||
public ForgeAbilityBehavior[] OnWeaponStoppedFlyingAbilities { get; set; } = onWeaponStoppedFlyingAbilities;
|
||||
|
||||
public WeaponInventory() : this([], [], []) {}
|
||||
}
|
||||
1
managers/WeaponInventory.cs.uid
Normal file
1
managers/WeaponInventory.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cgaahnfgxcrr6
|
||||
@@ -13,33 +13,36 @@ using Movementtests.systems;
|
||||
public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
[Node("PlayerFellRespawn")] private Marker3D? PlayerRespawnMarker { get; set; }
|
||||
private AnimationPlayer? _animationPlayer;
|
||||
private Node3D? _respawnabble;
|
||||
|
||||
private Area3D? _playerFellPlane;
|
||||
private Area3D? _deathPlane;
|
||||
#region Nodes
|
||||
|
||||
[Node("PlayerFellRespawn")] public required Marker3D PlayerRespawnMarker { get; set; }
|
||||
[Node("AnimationPlayer")] public required AnimationPlayer AnimationPlayer { get; set; }
|
||||
[Node("PlayerFellTP")] public required Area3D PlayerFellPlane { get; set; }
|
||||
[Node("DeathPlane")] public required Area3D DeathPlane { get; set; }
|
||||
|
||||
#endregion
|
||||
|
||||
private Node3D? Respawnabble { get; set; }
|
||||
|
||||
#region Exports
|
||||
|
||||
[Export] public WeaponInventory? InitialWeaponInventory { get; set; }
|
||||
|
||||
#endregion
|
||||
|
||||
public required InventoryManager InventoryManager { get; set; }
|
||||
InventoryManager IProvide<InventoryManager>.Value() => InventoryManager;
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
|
||||
|
||||
_playerFellPlane = GetNode<Area3D>("PlayerFellTP");
|
||||
_deathPlane = GetNode<Area3D>("DeathPlane");
|
||||
|
||||
if (PlayerRespawnMarker == null) throw new Exception("Player respawn marker is null");
|
||||
if (_animationPlayer == null) throw new Exception("Animation player is null");
|
||||
if (_playerFellPlane == null) throw new Exception("Player reset plane is null");
|
||||
if (_deathPlane == null) throw new Exception("Enemy death plane is null");
|
||||
|
||||
_playerFellPlane.BodyEntered += StartResetPlayerAnimation;
|
||||
_deathPlane.BodyEntered += KillEnemy;
|
||||
PlayerFellPlane.BodyEntered += StartResetPlayerAnimation;
|
||||
DeathPlane.BodyEntered += KillEnemy;
|
||||
|
||||
InventoryManager = new InventoryManager();
|
||||
if (InitialWeaponInventory != null)
|
||||
InventoryManager.InitializeFromResource(InitialWeaponInventory);
|
||||
|
||||
AddChild(InventoryManager);
|
||||
this.Provide();
|
||||
}
|
||||
@@ -53,8 +56,8 @@ public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>
|
||||
|
||||
public void ResetPlayerPosition()
|
||||
{
|
||||
if (_respawnabble == null || PlayerRespawnMarker == null) throw new Exception("Player or respawn marker is null");
|
||||
_respawnabble.GlobalPosition = PlayerRespawnMarker.GlobalPosition;
|
||||
if (Respawnabble == null || PlayerRespawnMarker == null) throw new Exception("Player or respawn marker is null");
|
||||
Respawnabble.GlobalPosition = PlayerRespawnMarker.GlobalPosition;
|
||||
}
|
||||
|
||||
public void StartResetPlayerAnimation(Node3D body)
|
||||
@@ -66,23 +69,19 @@ public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>
|
||||
weapon.SetLinearVelocity(Vector3.Down);
|
||||
return;
|
||||
}
|
||||
_respawnabble = body as PlayerController;
|
||||
if (_respawnabble == null || _animationPlayer == null) throw new Exception("Player or anim player is null");
|
||||
_animationPlayer.Play("player_fell");
|
||||
Respawnabble = body as PlayerController;
|
||||
if (Respawnabble == null || AnimationPlayer == null) throw new Exception("Player or anim player is null");
|
||||
AnimationPlayer.Play("player_fell");
|
||||
}
|
||||
|
||||
public void KillEnemy(Node3D body)
|
||||
{
|
||||
if (body is not IKillable killable)
|
||||
{
|
||||
body.QueueFree();
|
||||
return;
|
||||
}
|
||||
if (killable is not IHealthable healthable)
|
||||
if (body is not (IKillable killable and IHealthable healthable))
|
||||
{
|
||||
body.QueueFree();
|
||||
return;
|
||||
}
|
||||
|
||||
killable.Kill(healthable);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -64,7 +64,7 @@ size = Vector3(5, 2.25, 3.75)
|
||||
size = Vector3(5.5, 4.5, 2)
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_prjj8"]
|
||||
size = Vector3(2, 3.25, 5.25)
|
||||
size = Vector3(2, 3.25, 4)
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_trte5"]
|
||||
size = Vector3(6.75, 8.25, 7.25)
|
||||
@@ -420,7 +420,7 @@ input_related_text = "at enemy"
|
||||
tuto_text = "dash through"
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="Tutorial/Triggers/TutoTrigger6" index="1" unique_id=1214410006]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.625, 1.75, -0.75)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.625, 1.75, -0.125)
|
||||
shape = SubResource("BoxShape3D_prjj8")
|
||||
|
||||
[node name="TutoTrigger7" parent="Tutorial/Triggers" index="5" unique_id=271532103 instance=ExtResource("10_vqwwk")]
|
||||
@@ -616,15 +616,15 @@ size = Vector3(7.25, 7.75, 2)
|
||||
material = ExtResource("3_4m8g1")
|
||||
|
||||
[node name="CSGBox3D124" type="CSGBox3D" parent="Tutorial/DashWithMantle" index="26" unique_id=1068505352]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.5, 19.487345, 11.25)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 10.5, 19.237345, 11.25)
|
||||
use_collision = true
|
||||
size = Vector3(3, 5, 8.5)
|
||||
size = Vector3(3, 4.5, 8.5)
|
||||
material = ExtResource("3_4m8g1")
|
||||
|
||||
[node name="CSGBox3D129" type="CSGBox3D" parent="Tutorial/DashWithMantle" index="27" unique_id=302301078]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.25, 19.487345, 38.625)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.25, 19.487345, 38)
|
||||
use_collision = true
|
||||
size = Vector3(9.5, 5, 11.75)
|
||||
size = Vector3(9.5, 5, 13)
|
||||
material = ExtResource("3_4m8g1")
|
||||
|
||||
[node name="CSGBox3D133" type="CSGBox3D" parent="Tutorial/DashWithMantle" index="28" unique_id=672467040]
|
||||
@@ -775,5 +775,9 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, 4)
|
||||
|
||||
[node name="OmniLight3D2" type="OmniLight3D" parent="." index="14" unique_id=2016820716]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -9.5)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -10)
|
||||
omni_range = 12.0
|
||||
|
||||
[node name="OmniLight3D3" type="OmniLight3D" parent="." index="15" unique_id=845858088]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -25.5)
|
||||
omni_range = 12.0
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
[gd_scene format=3 uid="uid://ndnor8g7kq07"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://55wehh6xombr" path="res://maps/_templates/main_scene_template.tscn" id="1_k7f42"]
|
||||
[ext_resource type="Resource" uid="uid://ifeavnlps7hy" path="res://scenes/player_controller/resources/forge/exploding_sword.tres" id="2_ctafv"]
|
||||
[ext_resource type="PackedScene" uid="uid://y77cdg7gg3y7" path="res://maps/levels/_arenas/playtest_1.tscn" id="2_kutfq"]
|
||||
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="3_1qo78"]
|
||||
[ext_resource type="Script" uid="uid://cgaahnfgxcrr6" path="res://managers/WeaponInventory.cs" id="3_nix1q"]
|
||||
[ext_resource type="PackedScene" uid="uid://c305mfrtumcyq" path="res://scenes/spawners/spawner.tscn" id="4_jaqjx"]
|
||||
[ext_resource type="PackedScene" uid="uid://dxt0e2ugmttqq" path="res://scenes/enemies/grounded_enemy/grounded_enemy.tscn" id="5_iq67o"]
|
||||
[ext_resource type="Resource" uid="uid://bqq6uukbdfysr" path="res://scenes/enemies/grounded_enemy/grounded_enemy_movement.tres" id="6_l44fp"]
|
||||
@@ -15,10 +17,18 @@
|
||||
[ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"]
|
||||
[ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_udq24"]
|
||||
script = ExtResource("3_nix1q")
|
||||
OnWeaponStartedFlyingAbilities = Array[Object]([ExtResource("2_ctafv")])
|
||||
OnWeaponFlyingTickAbilities = Array[Object]([ExtResource("2_ctafv")])
|
||||
OnWeaponStoppedFlyingAbilities = Array[Object]([ExtResource("2_ctafv")])
|
||||
metadata/_custom_type_script = "uid://cgaahnfgxcrr6"
|
||||
|
||||
[sub_resource type="BoxShape3D" id="BoxShape3D_lthgu"]
|
||||
size = Vector3(7.5, 3.75, 10.25)
|
||||
|
||||
[node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")]
|
||||
InitialWeaponInventory = SubResource("Resource_udq24")
|
||||
|
||||
[node name="PlaytestArena" parent="." index="6" unique_id=664535670 instance=ExtResource("2_kutfq")]
|
||||
|
||||
|
||||
@@ -1,82 +1,92 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Gamesmiths.Forge.Godot.Resources.Abilities;
|
||||
using Godot;
|
||||
using Movementtests.systems;
|
||||
|
||||
[Tool, GlobalClass]
|
||||
[Tool, GlobalClass, Meta(typeof(IAutoConnect))]
|
||||
public partial class AbilitySelection : Control
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
#region Signals
|
||||
|
||||
[Signal] public delegate void AbilityAddedEventHandler(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior behavior);
|
||||
[Signal] public delegate void AbilityRemovedEventHandler(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior behavior);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Exports
|
||||
|
||||
[Export] public WeaponSystem.WeaponEvent ForEvent { get; set; } = WeaponSystem.WeaponEvent.StartedFlying;
|
||||
|
||||
[Export] public string Title { get; set; } = string.Empty;
|
||||
|
||||
[Export] public PackedScene AbilitySelectedItem { get; set; }
|
||||
|
||||
[Export] public ForgeAbilityBehavior[] AbilityBehaviors { get; set; }
|
||||
[Export] public PackedScene? AbilitySelectedItem { get; set; }
|
||||
[Export] public ForgeAbilityBehavior[] AbilityBehaviors { get; set; } = [];
|
||||
|
||||
private VBoxContainer _selectedAbilities;
|
||||
private MenuButton _addAbility;
|
||||
private PopupMenu _addAbilityMenu;
|
||||
#endregion
|
||||
|
||||
#region Nodes
|
||||
|
||||
[Node("%SelectedAbilities")] public required VBoxContainer SelectedAbilities { get; set; }
|
||||
[Node("%AddAbility")] public required MenuButton AddAbility { get; set; }
|
||||
public required PopupMenu AddAbilityMenu { get; set; }
|
||||
|
||||
#endregion
|
||||
|
||||
public override void _Ready()
|
||||
public void OnReady()
|
||||
{
|
||||
// Initialize title (also in Editor as Tool)
|
||||
var titleLabel = GetNode<Label>("%TitleLabel");
|
||||
titleLabel.Text = Title;
|
||||
|
||||
_selectedAbilities = GetNode<VBoxContainer>("%SelectedAbilities");
|
||||
_addAbility = GetNode<MenuButton>("%AddAbility");
|
||||
_addAbilityMenu = _addAbility.GetPopup();
|
||||
AddAbilityMenu = AddAbility.GetPopup();
|
||||
|
||||
if (Engine.IsEditorHint()) return;
|
||||
if (Engine.IsEditorHint()) return; // Editor flow stops here
|
||||
|
||||
var i = 0;
|
||||
foreach (var behavior in AbilityBehaviors)
|
||||
{
|
||||
_addAbilityMenu.AddIconItem(behavior.Icon, behavior.Name);
|
||||
_addAbilityMenu.SetItemMetadata(i, behavior);
|
||||
AddAbilityMenu.AddIconItem(behavior.Icon, behavior.Name);
|
||||
AddAbilityMenu.SetItemMetadata(i, behavior);
|
||||
i += 1;
|
||||
}
|
||||
|
||||
_addAbilityMenu.IndexPressed += AddAbilityMenuOnIndexPressed;
|
||||
AddAbilityMenu.IndexPressed += AddAbilityMenuOnIndexPressed;
|
||||
}
|
||||
|
||||
public void Initialize(IEnumerable<Resource> equippedAbilities)
|
||||
public void Initialize(IEnumerable<ForgeAbilityBehavior> equippedAbilities)
|
||||
{
|
||||
foreach (var equippedAbility in equippedAbilities)
|
||||
{
|
||||
if (equippedAbility is not ForgeAbilityBehavior ability) continue;
|
||||
AddSelectedAbility(ability);
|
||||
AddSelectedAbility(equippedAbility);
|
||||
}
|
||||
}
|
||||
|
||||
private void AddAbilityMenuOnIndexPressed(long index)
|
||||
{
|
||||
var indexInt = Convert.ToInt32(index);
|
||||
var metadata = (ForgeAbilityBehavior) _addAbilityMenu.GetItemMetadata(indexInt);
|
||||
var metadata = (ForgeAbilityBehavior) AddAbilityMenu.GetItemMetadata(indexInt);
|
||||
EmitSignalAbilityAdded(ForEvent, metadata);
|
||||
}
|
||||
|
||||
public void AddSelectedAbility(ForgeAbilityBehavior behavior)
|
||||
{
|
||||
var newSelectedAbilityItem = AbilitySelectedItem.Instantiate() as SelectedAbility;
|
||||
if (newSelectedAbilityItem == null) return;
|
||||
if (AbilitySelectedItem?.Instantiate() is not SelectedAbility newSelectedAbilityItem) return;
|
||||
|
||||
newSelectedAbilityItem.SetAbility(behavior);
|
||||
newSelectedAbilityItem.AbilityRemoved += ability => EmitSignalAbilityRemoved(ForEvent, ability);
|
||||
_selectedAbilities.AddChild(newSelectedAbilityItem);
|
||||
SelectedAbilities.AddChild(newSelectedAbilityItem);
|
||||
}
|
||||
|
||||
public void RemoveSelectedAbility(ForgeAbilityBehavior behavior)
|
||||
{
|
||||
foreach (var child in _selectedAbilities.GetChildren())
|
||||
foreach (var child in SelectedAbilities.GetChildren())
|
||||
{
|
||||
if (child is not SelectedAbility selectedAbility || selectedAbility.Ability != behavior) continue;
|
||||
_selectedAbilities.RemoveChild(selectedAbility);
|
||||
_addAbility.GrabFocus();
|
||||
SelectedAbilities.RemoveChild(selectedAbility);
|
||||
AddAbility.GrabFocus();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -66,18 +66,14 @@ public partial class InventoryUi : Control
|
||||
|
||||
public void OnWeaponEventInventoryAdded(WeaponEventAbilityData data)
|
||||
{
|
||||
if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
|
||||
|
||||
var selection = GetAbilitySelection(data.ForEvent);
|
||||
selection.AddSelectedAbility(abilityBehavior);
|
||||
selection.AddSelectedAbility(data.Ability);
|
||||
}
|
||||
|
||||
public void OnWeaponEventInventoryRemoved(WeaponEventAbilityData data)
|
||||
{
|
||||
if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
|
||||
|
||||
var selection = GetAbilitySelection(data.ForEvent);
|
||||
selection.RemoveSelectedAbility(abilityBehavior);
|
||||
selection.RemoveSelectedAbility(data.Ability);
|
||||
}
|
||||
|
||||
public AbilitySelection GetAbilitySelection(WeaponSystem.WeaponEvent forEvent)
|
||||
|
||||
@@ -33,54 +33,32 @@ namespace Movementtests.systems;
|
||||
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_sword.png")]
|
||||
public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
|
||||
{
|
||||
#region Enums
|
||||
|
||||
public enum WeaponEvent
|
||||
{
|
||||
StartedFlying,
|
||||
StoppedFlying,
|
||||
FlyingTick
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Signals
|
||||
|
||||
[Signal]
|
||||
public delegate void WeaponThrownEventHandler();
|
||||
|
||||
[Signal]
|
||||
public delegate void WeaponRetrievedEventHandler();
|
||||
|
||||
[Export]
|
||||
public ForgeTagContainer BaseTags { get; set; }
|
||||
[Export] public ForgeAbilityData FlyingTickAbility { get; set; }
|
||||
|
||||
[Export]
|
||||
public RDamage RDamage { get; set; }
|
||||
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
|
||||
public float ThrowForce { get; set; } = 1f;
|
||||
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
|
||||
public float StraightThrowDuration { get; set; } = 0.1f;
|
||||
|
||||
public EntityAttributes Attributes { get; set; } = null!;
|
||||
public EntityTags Tags { get; set; } = null!;
|
||||
public EffectsManager EffectsManager { get; set; } = null!;
|
||||
public EntityAbilities Abilities { get; set; } = null!;
|
||||
public EventManager Events { get; set; } = null!;
|
||||
public Variables SharedVariables { get; }
|
||||
|
||||
private StateChart _weaponState = null!;
|
||||
public StateChartState InHandState = null!;
|
||||
public StateChartState FlyingState = null!;
|
||||
public StateChartState PlantedState = null!;
|
||||
private Transition _handToFlying = null!;
|
||||
private Transition _flyingToHand = null!;
|
||||
private Transition _plantedToHand = null!;
|
||||
private Transition _plantedToFlying = null!;
|
||||
private Transition _toPlanted = null!;
|
||||
#endregion
|
||||
|
||||
private ShapeCast3D _dashCast3D = null!;
|
||||
public Timer WeaponFlyingTick = null!;
|
||||
|
||||
private Transform3D _startTransform;
|
||||
private Vector3 _startMeshRotation;
|
||||
#region Forge
|
||||
|
||||
private Vector3 _throwDirection;
|
||||
public Vector3 PlantLocation { get; set; }
|
||||
public Vector3 PlantNormal { get; set; }
|
||||
public Node? PlantObject { get; set; }
|
||||
|
||||
public MeshInstance3D WeaponLocationIndicator { get; set; } = null!;
|
||||
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
|
||||
public MeshInstance3D WeaponMesh { get; set; } = null!;
|
||||
private Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> _grantedWeaponStartedFlyingAbilities = new ();
|
||||
private Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> _grantedWeaponStoppedFlyingAbilities = new ();
|
||||
private Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> _grantedWeaponFlyingTickAbilities = new ();
|
||||
|
||||
public Tag WeaponFlyingTickEventTag;
|
||||
public Tag WeaponStartedFlyingEventTag;
|
||||
@@ -99,6 +77,66 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
|
||||
|
||||
private AbilityHandle? _weaponFlyingAbility;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inspector
|
||||
|
||||
[Export]
|
||||
public ForgeTagContainer BaseTags { get; set; }
|
||||
[Export] public ForgeAbilityData FlyingTickAbility { get; set; }
|
||||
|
||||
[Export]
|
||||
public RDamage RDamage { get; set; }
|
||||
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
|
||||
public float ThrowForce { get; set; } = 1f;
|
||||
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
|
||||
public float StraightThrowDuration { get; set; } = 0.1f;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Publics
|
||||
|
||||
public EntityAttributes Attributes { get; set; } = null!;
|
||||
public EntityTags Tags { get; set; } = null!;
|
||||
public EffectsManager EffectsManager { get; set; } = null!;
|
||||
public EntityAbilities Abilities { get; set; } = null!;
|
||||
public EventManager Events { get; set; } = null!;
|
||||
public Variables SharedVariables { get; }
|
||||
|
||||
public StateChartState InHandState = null!;
|
||||
public StateChartState FlyingState = null!;
|
||||
public StateChartState PlantedState = null!;
|
||||
|
||||
public Timer WeaponFlyingTick = null!;
|
||||
|
||||
public Vector3 PlantLocation { get; set; }
|
||||
public Vector3 PlantNormal { get; set; }
|
||||
public Node? PlantObject { get; set; }
|
||||
|
||||
public MeshInstance3D WeaponLocationIndicator { get; set; } = null!;
|
||||
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
|
||||
public MeshInstance3D WeaponMesh { get; set; } = null!;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Privates
|
||||
|
||||
private StateChart _weaponState = null!;
|
||||
private Transition _handToFlying = null!;
|
||||
private Transition _flyingToHand = null!;
|
||||
private Transition _plantedToHand = null!;
|
||||
private Transition _plantedToFlying = null!;
|
||||
private Transition _toPlanted = null!;
|
||||
|
||||
private ShapeCast3D _dashCast3D = null!;
|
||||
|
||||
private Transform3D _startTransform;
|
||||
private Vector3 _startMeshRotation;
|
||||
|
||||
private Vector3 _throwDirection;
|
||||
|
||||
#endregion
|
||||
|
||||
public void Init()
|
||||
{
|
||||
_weaponState = StateChart.Of(GetNode("StateChart"));
|
||||
@@ -163,7 +201,6 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
|
||||
Abilities = new(this);
|
||||
Events = new();
|
||||
|
||||
// TODO: Waiting on bug resolve
|
||||
_weaponFlyingAbility = Abilities.GrantAbilityPermanently(FlyingTickAbility.GetAbilityData(), 1, LevelComparison.None, this);
|
||||
|
||||
BodyEntered += OnThrownWeaponReachesGround;
|
||||
@@ -171,6 +208,8 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
|
||||
InHandState.StateExited += WeaponLeft;
|
||||
InHandState.StateEntered += WeaponBack;
|
||||
|
||||
#region EventRaising
|
||||
|
||||
_handToFlying.Taken += () =>
|
||||
{
|
||||
Events.Raise(new EventData
|
||||
@@ -237,24 +276,14 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
|
||||
});
|
||||
};
|
||||
|
||||
#endregion
|
||||
|
||||
Events.Subscribe(WeaponStoppedFlyingEventTag, _ => { _weaponFlyingAbility.Cancel(); });
|
||||
}
|
||||
|
||||
private Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> _grantedWeaponStartedFlyingAbilities = new ();
|
||||
private Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> _grantedWeaponStoppedFlyingAbilities = new ();
|
||||
private Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> _grantedWeaponFlyingTickAbilities = new ();
|
||||
|
||||
public enum WeaponEvent
|
||||
{
|
||||
StartedFlying,
|
||||
StoppedFlying,
|
||||
FlyingTick
|
||||
}
|
||||
|
||||
public void GrantNewAbilityForEvent(WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
|
||||
{
|
||||
var relevantMap = GetGrantedAbilities(forEvent);
|
||||
GD.Print($"Granted {abilityBehavior} for {forEvent}");
|
||||
if (relevantMap.ContainsKey(abilityBehavior)) return;
|
||||
|
||||
var eventTagsMap = new Dictionary<WeaponEvent, Tag>
|
||||
@@ -296,6 +325,19 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer, IForgeEntity
|
||||
relevantMap.Remove(abilityBehavior);
|
||||
}
|
||||
|
||||
public void RemoveAllEventAbilities()
|
||||
{
|
||||
foreach (var weaponEvent in Enum.GetValues<WeaponEvent>())
|
||||
{
|
||||
var abilities = GetGrantedAbilities(weaponEvent);
|
||||
foreach (var ability in abilities.Values)
|
||||
{
|
||||
EffectsManager.RemoveEffect(ability);
|
||||
}
|
||||
abilities.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public Dictionary<ForgeAbilityBehavior, ActiveEffectHandle> GetGrantedAbilities(WeaponEvent forEvent)
|
||||
{
|
||||
var abilitiesMap = new Dictionary<WeaponEvent, Dictionary<ForgeAbilityBehavior, ActiveEffectHandle>>
|
||||
|
||||
@@ -48,19 +48,13 @@ public partial class PlayerController : CharacterBody3D,
|
||||
{
|
||||
public override void _Notification(int what) => this.Notify(what);
|
||||
|
||||
#region Dependencies
|
||||
[Dependency]
|
||||
public InventoryManager InventoryManager => this.DependOn<InventoryManager>();
|
||||
|
||||
// Enums
|
||||
public enum AllowedInputs
|
||||
{
|
||||
All,
|
||||
MoveCamera,
|
||||
None,
|
||||
}
|
||||
private bool _isUsingGamepad;
|
||||
public AllowedInputs CurrentlyAllowedInputs { get; set; } = AllowedInputs.All;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Enums
|
||||
|
||||
public enum BufferedActions
|
||||
{
|
||||
None,
|
||||
@@ -69,22 +63,22 @@ public partial class PlayerController : CharacterBody3D,
|
||||
Dash,
|
||||
MantleDash
|
||||
}
|
||||
private BufferedActions _bufferedAction = BufferedActions.None;
|
||||
|
||||
///////////////////////////
|
||||
// Signals and events //
|
||||
///////////////////////////
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region Signals
|
||||
|
||||
[Signal]
|
||||
public delegate void PlayerDiedEventHandler();
|
||||
|
||||
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
|
||||
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
|
||||
public event Action<IHealthable> HealthDepleted = null!;
|
||||
|
||||
///////////////////////////
|
||||
// Public stuff //
|
||||
///////////////////////////
|
||||
|
||||
#endregion
|
||||
|
||||
#region Publics
|
||||
|
||||
public HeadSystem HeadSystem = null!;
|
||||
public StairsSystem StairsSystem = null!;
|
||||
public MantleSystem MantleSystem = null!;
|
||||
@@ -114,7 +108,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
public EventManager Events { get; set; } = null!;
|
||||
public Variables SharedVariables { get; }
|
||||
|
||||
// Inspector stuff
|
||||
#endregion
|
||||
|
||||
#region Inspector
|
||||
[Export] public bool HasSword { get; set; } = true;
|
||||
[Export] public bool HasParry { get; set; } = true;
|
||||
|
||||
@@ -306,10 +302,10 @@ public partial class PlayerController : CharacterBody3D,
|
||||
public float WallRunAltitudeLossSpeed { get; set; } = 10f;
|
||||
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
|
||||
public float WallRunSpeedThreshold { get; set; } = 8f;
|
||||
#endregion
|
||||
|
||||
#region Privates
|
||||
|
||||
///////////////////////////
|
||||
// Private stuff //
|
||||
///////////////////////////
|
||||
// Stairs and shit
|
||||
private float _lastFrameWasOnFloor = -Mathf.Inf;
|
||||
private const int NumOfHeadCollisionDetectors = 4;
|
||||
@@ -317,7 +313,8 @@ public partial class PlayerController : CharacterBody3D,
|
||||
private AudioStreamPlaybackInteractive _audioStream = null!;
|
||||
|
||||
// Basic movement
|
||||
private bool _movementEnabled = true;
|
||||
private bool _isUsingGamepad;
|
||||
private BufferedActions _bufferedAction = BufferedActions.None;
|
||||
private Vector3 _inputMove = Vector3.Zero;
|
||||
private Vector3 _inputMoveKeyboard = Vector3.Zero;
|
||||
private float _inputRotateY;
|
||||
@@ -434,22 +431,21 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
private AbilityHandle? _empoweredActionHandle;
|
||||
|
||||
#endregion
|
||||
|
||||
public void OnReady()
|
||||
{
|
||||
LoadSettings();
|
||||
|
||||
///////////////////////////
|
||||
// Getting components /////
|
||||
///////////////////////////
|
||||
|
||||
// General use stuff
|
||||
PlayerUi = GetNode<PlayerUi>("UI");
|
||||
_closeEnemyDetector = GetNode<ShapeCast3D>("%CloseEnemyDetector");
|
||||
_closeEnemyDetector.TargetPosition = _closeEnemyDetector.TargetPosition.Normalized() * TargetingDistance;
|
||||
_aimAssisRayCast = GetNode<RayCast3D>("AimAssistRayCast");
|
||||
_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
|
||||
|
||||
#region Forge
|
||||
|
||||
// Forge stuff
|
||||
var tagsManager = ForgeManagers.Instance.TagsManager;
|
||||
var cuesManager = ForgeManagers.Instance.CuesManager;
|
||||
|
||||
@@ -500,6 +496,7 @@ public partial class PlayerController : CharacterBody3D,
|
||||
EffectsManager.ApplyEffect(new Effect(effect.GetEffectData(), new EffectOwnership(this, this)));
|
||||
});
|
||||
}
|
||||
#endregion
|
||||
|
||||
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
|
||||
TargetSpeed = WalkSpeed;
|
||||
@@ -567,8 +564,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
|
||||
CHealth.HealthChanged += PlayerUi.OnHealthChanged;
|
||||
CHealth.HealthDepleted += (_) => Kill();
|
||||
|
||||
#region StateManagement
|
||||
|
||||
// State management
|
||||
_playerState = StateChart.Of(GetNode("StateChart"));
|
||||
|
||||
_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
|
||||
@@ -617,6 +615,7 @@ public partial class PlayerController : CharacterBody3D,
|
||||
_airborneDashCooldownTimer = GetNode<Timer>("AirborneDashCooldown");
|
||||
_invincibilityTimer = GetNode<Timer>("InvincibilityTime");
|
||||
_attackCooldown = GetNode<Timer>("AttackCooldown");
|
||||
#endregion
|
||||
|
||||
///////////////////////////
|
||||
// Initialize components //
|
||||
@@ -642,10 +641,9 @@ public partial class PlayerController : CharacterBody3D,
|
||||
// PlaceWeaponForTutorial();
|
||||
|
||||
HeadSystem.SetWeaponsVisible(HasSword, HasParry);
|
||||
|
||||
#region SignalBinding
|
||||
|
||||
///////////////////////////
|
||||
// Signal setup ///////////
|
||||
///////////////////////////
|
||||
_invincibilityTimer.Timeout += ResetInvincibility;
|
||||
_attackCooldown.Timeout += ResetAttackCooldown;
|
||||
|
||||
@@ -723,6 +721,8 @@ public partial class PlayerController : CharacterBody3D,
|
||||
_attackDash.StateEntered += OnDashAttackStarted;
|
||||
_parryStandard.StateEntered += OnStandardParryStarted;
|
||||
_parryDash.StateEntered += OnDashParryStarted;
|
||||
|
||||
#endregion
|
||||
|
||||
// Forge events
|
||||
var weaponLeftToken = WeaponSystem.Events.Subscribe(WeaponSystem.WeaponStartedFlyingEventTag, OnWeaponLeft);
|
||||
@@ -731,14 +731,28 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
public void OnResolved()
|
||||
{
|
||||
// All of my dependencies are now available! Do whatever you want with
|
||||
// them here.
|
||||
// Initialize weapon with inventory abilities
|
||||
WeaponSystem.RemoveAllEventAbilities();
|
||||
foreach (var (weaponEvent, abilities) in InventoryManager.WeaponEventsInventory)
|
||||
{
|
||||
foreach (var ability in abilities)
|
||||
{
|
||||
if (ability is not ForgeAbilityBehavior abilityBehavior) continue;
|
||||
WeaponSystem.GrantNewAbilityForEvent(weaponEvent, abilityBehavior);
|
||||
}
|
||||
}
|
||||
|
||||
// Inventory Management
|
||||
// Inventory changes signal binding
|
||||
InventoryManager.WeaponEventAbilityAdded += OnWeaponEventAbilityAdded;
|
||||
InventoryManager.WeaponEventAbilityRemoved += OnWeaponEventAbilityRemoved;
|
||||
}
|
||||
|
||||
public void OnExitTree()
|
||||
{
|
||||
InventoryManager.WeaponEventAbilityAdded -= OnWeaponEventAbilityAdded;
|
||||
InventoryManager.WeaponEventAbilityRemoved -= OnWeaponEventAbilityRemoved;
|
||||
}
|
||||
|
||||
public void OnWeaponLeft(EventData data)
|
||||
{
|
||||
var target = data.Target;
|
||||
@@ -768,33 +782,17 @@ public partial class PlayerController : CharacterBody3D,
|
||||
|
||||
public void OnWeaponEventAbilityAdded(WeaponEventAbilityData data)
|
||||
{
|
||||
if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
|
||||
|
||||
WeaponSystem.GrantNewAbilityForEvent(data.ForEvent, abilityBehavior);
|
||||
WeaponSystem.GrantNewAbilityForEvent(data.ForEvent, data.Ability);
|
||||
}
|
||||
|
||||
public void OnWeaponEventAbilityRemoved(WeaponEventAbilityData data)
|
||||
{
|
||||
if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
|
||||
|
||||
WeaponSystem.RemoveAbilityForEvent(data.ForEvent, abilityBehavior);
|
||||
WeaponSystem.RemoveAbilityForEvent(data.ForEvent, data.Ability);
|
||||
}
|
||||
|
||||
///////////////////////////
|
||||
// Settings & tutorial //
|
||||
///////////////////////////
|
||||
public void SetAllowedInputsAll()
|
||||
{
|
||||
CurrentlyAllowedInputs = AllowedInputs.All;
|
||||
}
|
||||
public void SetAllowedInputsMoveCamera()
|
||||
{
|
||||
CurrentlyAllowedInputs = AllowedInputs.MoveCamera;
|
||||
}
|
||||
public void SetAllowedInputsNone()
|
||||
{
|
||||
CurrentlyAllowedInputs = AllowedInputs.None;
|
||||
}
|
||||
public void LoadSettings()
|
||||
{
|
||||
var config = new ConfigFile();
|
||||
|
||||
Reference in New Issue
Block a user