made the initial inventory loadout into a resource to initialize the injected dependency with

This commit is contained in:
2026-04-26 17:38:25 +02:00
parent 319cbf722e
commit cd7a230615
11 changed files with 331 additions and 247 deletions

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@@ -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

View File

@@ -1,36 +1,40 @@
using System.Collections.Generic;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Godot.Resources.Abilities;
using Godot;
using Movementtests.systems;
namespace Movementtests.managers;
public partial class WeaponEventAbilityData(WeaponSystem.WeaponEvent forEvent, Resource ability)
public partial class WeaponEventAbilityData(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior ability)
: RefCounted
{
public WeaponSystem.WeaponEvent ForEvent { get; private set; } = forEvent;
public Resource Ability { get; private set; } = ability;
public ForgeAbilityBehavior Ability { get; private set; } = ability;
}
[GlobalClass]
public partial class InventoryManager : Node
{
[Signal]
public delegate void InventoryChangedEventHandler();
[Signal]
public delegate void WeaponEventInventoryChangedEventHandler();
#region Signals
[Signal]
public delegate void WeaponEventAbilityAddedEventHandler(WeaponEventAbilityData data);
[Signal]
public delegate void WeaponEventAbilityRemovedEventHandler(WeaponEventAbilityData data);
public Dictionary<WeaponSystem.WeaponEvent, HashSet<Resource>> WeaponEventsInventory { get; } = [];
#endregion
public override void _Ready()
public Dictionary<WeaponSystem.WeaponEvent, HashSet<ForgeAbilityBehavior>> WeaponEventsInventory { get;
private set;
} = [];
public void InitializeFromResource(WeaponInventory inventory)
{
WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick] = new HashSet<Resource>();
WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying] = new HashSet<Resource>();
WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying] = new HashSet<Resource>();
WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick] = new HashSet<ForgeAbilityBehavior>(inventory.OnWeaponFlyingTickAbilities);
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));
}
}

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@@ -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([], [], []) {}
}

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@@ -0,0 +1 @@
uid://cgaahnfgxcrr6

View File

@@ -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);
}
}

View File

@@ -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

View File

@@ -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")]

View File

@@ -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;
}
}

View File

@@ -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)

View File

@@ -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>>

View File

@@ -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();