made the initial inventory loadout into a resource to initialize the injected dependency with
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@@ -48,19 +48,13 @@ public partial class PlayerController : CharacterBody3D,
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{
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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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// Enums
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public enum AllowedInputs
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{
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All,
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MoveCamera,
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None,
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}
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private bool _isUsingGamepad;
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public AllowedInputs CurrentlyAllowedInputs { get; set; } = AllowedInputs.All;
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#endregion
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#region Enums
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public enum BufferedActions
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{
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None,
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@@ -69,22 +63,22 @@ public partial class PlayerController : CharacterBody3D,
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Dash,
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MantleDash
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}
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private BufferedActions _bufferedAction = BufferedActions.None;
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///////////////////////////
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// Signals and events //
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///////////////////////////
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#endregion
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#region Signals
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[Signal]
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public delegate void PlayerDiedEventHandler();
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public event Action<IDamageable, DamageRecord> DamageTaken = null!;
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public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
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public event Action<IHealthable> HealthDepleted = null!;
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///////////////////////////
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// Public stuff //
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///////////////////////////
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#endregion
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#region Publics
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public HeadSystem HeadSystem = null!;
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public StairsSystem StairsSystem = null!;
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public MantleSystem MantleSystem = null!;
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@@ -114,7 +108,9 @@ public partial class PlayerController : CharacterBody3D,
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public EventManager Events { get; set; } = null!;
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public Variables SharedVariables { get; }
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// Inspector stuff
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#endregion
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#region Inspector
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[Export] public bool HasSword { get; set; } = true;
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[Export] public bool HasParry { get; set; } = true;
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@@ -306,10 +302,10 @@ public partial class PlayerController : CharacterBody3D,
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public float WallRunAltitudeLossSpeed { get; set; } = 10f;
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[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
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public float WallRunSpeedThreshold { get; set; } = 8f;
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#endregion
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#region Privates
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///////////////////////////
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// Private stuff //
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///////////////////////////
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// Stairs and shit
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private const int NumOfHeadCollisionDetectors = 4;
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@@ -317,7 +313,8 @@ public partial class PlayerController : CharacterBody3D,
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private AudioStreamPlaybackInteractive _audioStream = null!;
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// Basic movement
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private bool _movementEnabled = true;
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private bool _isUsingGamepad;
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private BufferedActions _bufferedAction = BufferedActions.None;
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private Vector3 _inputMove = Vector3.Zero;
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private Vector3 _inputMoveKeyboard = Vector3.Zero;
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private float _inputRotateY;
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@@ -434,22 +431,21 @@ public partial class PlayerController : CharacterBody3D,
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private AbilityHandle? _empoweredActionHandle;
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#endregion
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public void OnReady()
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{
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LoadSettings();
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///////////////////////////
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// Getting components /////
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///////////////////////////
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// General use stuff
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PlayerUi = GetNode<PlayerUi>("UI");
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_closeEnemyDetector = GetNode<ShapeCast3D>("%CloseEnemyDetector");
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_closeEnemyDetector.TargetPosition = _closeEnemyDetector.TargetPosition.Normalized() * TargetingDistance;
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_aimAssisRayCast = GetNode<RayCast3D>("AimAssistRayCast");
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_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
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#region Forge
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// Forge stuff
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var tagsManager = ForgeManagers.Instance.TagsManager;
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var cuesManager = ForgeManagers.Instance.CuesManager;
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@@ -500,6 +496,7 @@ public partial class PlayerController : CharacterBody3D,
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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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#endregion
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// DashIndicator = GetNode<TextureRect>("%DashIndicator");
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TargetSpeed = WalkSpeed;
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@@ -567,8 +564,9 @@ public partial class PlayerController : CharacterBody3D,
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CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
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CHealth.HealthChanged += PlayerUi.OnHealthChanged;
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CHealth.HealthDepleted += (_) => Kill();
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#region StateManagement
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// State management
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_playerState = StateChart.Of(GetNode("StateChart"));
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_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
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@@ -617,6 +615,7 @@ public partial class PlayerController : CharacterBody3D,
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_airborneDashCooldownTimer = GetNode<Timer>("AirborneDashCooldown");
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_invincibilityTimer = GetNode<Timer>("InvincibilityTime");
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_attackCooldown = GetNode<Timer>("AttackCooldown");
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#endregion
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///////////////////////////
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// Initialize components //
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@@ -642,10 +641,9 @@ public partial class PlayerController : CharacterBody3D,
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// PlaceWeaponForTutorial();
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HeadSystem.SetWeaponsVisible(HasSword, HasParry);
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#region SignalBinding
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///////////////////////////
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// Signal setup ///////////
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///////////////////////////
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_invincibilityTimer.Timeout += ResetInvincibility;
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_attackCooldown.Timeout += ResetAttackCooldown;
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@@ -723,6 +721,8 @@ public partial class PlayerController : CharacterBody3D,
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_attackDash.StateEntered += OnDashAttackStarted;
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_parryStandard.StateEntered += OnStandardParryStarted;
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_parryDash.StateEntered += OnDashParryStarted;
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#endregion
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// Forge events
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var weaponLeftToken = WeaponSystem.Events.Subscribe(WeaponSystem.WeaponStartedFlyingEventTag, OnWeaponLeft);
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@@ -731,14 +731,28 @@ public partial class PlayerController : CharacterBody3D,
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public void OnResolved()
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{
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// All of my dependencies are now available! Do whatever you want with
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// them here.
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// Initialize weapon with inventory abilities
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WeaponSystem.RemoveAllEventAbilities();
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foreach (var (weaponEvent, abilities) in InventoryManager.WeaponEventsInventory)
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{
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foreach (var ability in abilities)
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{
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if (ability is not ForgeAbilityBehavior abilityBehavior) continue;
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WeaponSystem.GrantNewAbilityForEvent(weaponEvent, abilityBehavior);
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}
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}
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// Inventory Management
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// Inventory changes signal binding
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InventoryManager.WeaponEventAbilityAdded += OnWeaponEventAbilityAdded;
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InventoryManager.WeaponEventAbilityRemoved += OnWeaponEventAbilityRemoved;
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}
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public void OnExitTree()
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{
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InventoryManager.WeaponEventAbilityAdded -= OnWeaponEventAbilityAdded;
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InventoryManager.WeaponEventAbilityRemoved -= OnWeaponEventAbilityRemoved;
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}
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public void OnWeaponLeft(EventData data)
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{
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var target = data.Target;
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@@ -768,33 +782,17 @@ public partial class PlayerController : CharacterBody3D,
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public void OnWeaponEventAbilityAdded(WeaponEventAbilityData data)
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{
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if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
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WeaponSystem.GrantNewAbilityForEvent(data.ForEvent, abilityBehavior);
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WeaponSystem.GrantNewAbilityForEvent(data.ForEvent, data.Ability);
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}
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public void OnWeaponEventAbilityRemoved(WeaponEventAbilityData data)
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{
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if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
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WeaponSystem.RemoveAbilityForEvent(data.ForEvent, abilityBehavior);
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WeaponSystem.RemoveAbilityForEvent(data.ForEvent, data.Ability);
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}
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///////////////////////////
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// Settings & tutorial //
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///////////////////////////
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public void SetAllowedInputsAll()
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{
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CurrentlyAllowedInputs = AllowedInputs.All;
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}
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public void SetAllowedInputsMoveCamera()
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{
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CurrentlyAllowedInputs = AllowedInputs.MoveCamera;
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}
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public void SetAllowedInputsNone()
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{
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CurrentlyAllowedInputs = AllowedInputs.None;
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}
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public void LoadSettings()
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{
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var config = new ConfigFile();
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