Compare commits

...

4 Commits

Author SHA1 Message Date
26f6a619cb dependency injection test
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 28s
Create tag and build when new code gets to main / Export (push) Successful in 6m50s
2026-04-25 10:18:41 +02:00
ce48f3b9d7 fixed indent issue
Some checks failed
Create tag and build when new code gets to main / BumpTag (push) Successful in 1m21s
Create tag and build when new code gets to main / OtherTest (push) Failing after 1m32s
Create tag and build when new code gets to main / Export (push) Successful in 6m53s
Create tag and build when new code gets to main / Test (push) Failing after 8m42s
2026-04-24 19:07:20 +02:00
54796252ce retrying to CI tests
Some checks failed
Create tag and build when new code gets to main / Export (push) Has been cancelled
Create tag and build when new code gets to main / BumpTag (push) Has been cancelled
2026-04-24 19:06:31 +02:00
054115aa89 trying out autoinject on the CI
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 26s
Create tag and build when new code gets to main / Export (push) Successful in 5m46s
2026-04-24 18:48:10 +02:00
7 changed files with 186 additions and 70 deletions

View File

@@ -38,22 +38,30 @@ jobs:
PRERELEASE: false
INITIAL_VERSION: 0.1.0
DEFAULT_BUMP: patch
# Test:
# runs-on: godot
## env:
## RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
# 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
#
#
# - name: Setup Godot
# id: setup-godot
# uses: https://git.game-dev.space/minimata/setup-godot.git@main
# with:
# godot-version: ${GODOT_VERSION}
# dotnet-version: ${DOTNET_VERSION}
#
#
# - name: 🔬 Verify Setup
# run: |
# dotnet --version
# ${{ steps.setup-godot.outputs.godot_bin }} --version
#
# - name: 🧑‍🔬 Generate .NET Bindings
# run: ${{ steps.setup-godot.outputs.godot_bin }} --headless --build-solutions --quit || exit 0
#
# - name: Run C# Tests
# env:
# GODOT_BIN: ${{ steps.setup-godot.outputs.godot_bin }}
@@ -61,19 +69,74 @@ jobs:
# run: |
# dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
#
## - name: Run tests
## uses: godot-gdunit-labs/gdUnit4-action@v1
## with:
## godot-version: ${GODOT_VERSION}
## godot-net: true
## godot-force-mono: true
## dotnet-version: ${DOTNET_VERSION}
## paths: |
## res://tests/
## publish-report: false
## upload-report: false
## console-verbosity: 'normal'
## arguments: "--verbose --headless --import"
# # - name: Run tests
# # uses: godot-gdunit-labs/gdUnit4-action@v1
# # with:
# # godot-version: ${GODOT_VERSION}
# # godot-net: true
# # godot-force-mono: true
# # dotnet-version: ${DOTNET_VERSION}
# # paths: |
# # res://tests/
# # publish-report: false
# # upload-report: false
# # console-verbosity: 'normal'
# # arguments: "--verbose --headless --import"
#
# - name: Upload test report
# uses: actions/upload-artifact@v3-node20
# 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: ${DOTNET_VERSION}
#
# - 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: ${GODOT_VERSION}
# # 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 --quit || exit 0
#
# - name: 🦺 Build Projects
# run: dotnet build --configuration Release
#
# - name: Run C# Tests
# env:
# GODOT_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="--verbose --headless --import"
#
# - name: Upload test report
# uses: actions/upload-artifact@v3-node20

View File

@@ -3,6 +3,8 @@
<TargetFramework>net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
<!-- Catch compiler-mismatch issues with the Introspection generator -->
<WarningsAsErrors>CS9057</WarningsAsErrors>
</PropertyGroup>
<ItemGroup>
<Content Include=".runsettings" />
@@ -131,6 +133,13 @@
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Chickensoft.GodotNodeInterfaces" Version="3.0.12" />
<PackageReference Include="Chickensoft.Introspection" Version="3.0.2" />
<PackageReference Include="Chickensoft.Introspection.Generator" Version="3.0.2" PrivateAssets="all" OutputItemType="analyzer" />
<PackageReference Include="Chickensoft.AutoInject" Version="2.12.8" PrivateAssets="all" />
<PackageReference Include="Chickensoft.AutoInject.Analyzers" Version="2.12.8" PrivateAssets="all" OutputItemType="analyzer" />
</ItemGroup>
<Import Project="addons/forge/Forge.props" />
<!-- gdUnit4 package dependencies -->

View File

@@ -25,12 +25,9 @@ public partial class InventoryManager : Node
public delegate void WeaponEventAbilityRemovedEventHandler(WeaponEventAbilityData data);
public Dictionary<WeaponSystem.WeaponEvent, HashSet<Resource>> WeaponEventsInventory { get; } = [];
public static InventoryManager Instance { get; private set; }
public override void _Ready()
{
Instance = this;
WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick] = new HashSet<Resource>();
WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying] = new HashSet<Resource>();
WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying] = new HashSet<Resource>();

View File

@@ -1,47 +1,68 @@
using Godot;
using System;
using Movementtests.interfaces;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Movementtests.interfaces;using Movementtests.managers;
using Movementtests.systems;
public partial class MainSceneTemplate : Node3D
[Meta(
typeof(IAutoOn),
typeof(IAutoConnect),
typeof(IProvider)
)]
public partial class MainSceneTemplate : Node3D, IProvide<InventoryManager>
{
private Marker3D? _playerRespawnMarker;
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;
public override void _Ready()
public required InventoryManager InventoryManager { get; set; }
InventoryManager IProvide<InventoryManager>.Value() => InventoryManager;
public void OnReady()
{
_playerRespawnMarker = GetNode<Marker3D>("PlayerFellRespawn");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
_playerFellPlane = GetNode<Area3D>("PlayerFellTP");
_deathPlane = GetNode<Area3D>("DeathPlane");
if (_playerRespawnMarker == null) throw new Exception("Player respawn marker is null");
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;
InventoryManager = new InventoryManager();
AddChild(InventoryManager);
this.Provide();
}
public void OnProvided()
{
// You can optionally implement this method. It gets called once you call
// this.Provide() to inform AutoInject that the provided values are now
// available.
}
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)
{
if (body is WeaponSystem weapon)
{
if (_playerRespawnMarker == null) throw new Exception("Respawn marker is null");
weapon.GlobalPosition = _playerRespawnMarker.GlobalPosition;
if (PlayerRespawnMarker == null) throw new Exception("Respawn marker is null");
weapon.GlobalPosition = PlayerRespawnMarker.GlobalPosition;
weapon.SetLinearVelocity(Vector3.Down);
return;
}

View File

@@ -1,54 +1,67 @@
using System.Collections.Generic;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Godot.Resources.Abilities;
using Godot;
using Movementtests.managers;
using Movementtests.systems;
[Tool, GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_crate.png")]
[Tool, GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_crate.png"), Meta(typeof(IAutoNode))]
public partial class InventoryUi : Control
{
private AbilitySelection _startedFlyingSelection;
private AbilitySelection _whileFlyingSelection;
private AbilitySelection _stoppedFlyingSelection;
public override void _Notification(int what) => this.Notify(what);
#region Dependencies
[Dependency]
public InventoryManager InventoryManager => this.DependOn<InventoryManager>();
#endregion Dependencies
public override void _Ready()
#region Nodes
[Node]
public required AbilitySelection StartedFlying { get; set; }
[Node]
public required AbilitySelection WhileFlying { get; set; }
[Node]
public required AbilitySelection StoppedFlying { get; set; }
#endregion Nodes
public void OnReady()
{
_startedFlyingSelection = GetNode<AbilitySelection>("%StartedFlying");
_whileFlyingSelection = GetNode<AbilitySelection>("%WhileFlying");
_stoppedFlyingSelection = GetNode<AbilitySelection>("%StoppedFlying");
_startedFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying]);
_whileFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick]);
_stoppedFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying]);
StartedFlying.AbilityAdded += AddAbilityForEvent;
WhileFlying.AbilityAdded += AddAbilityForEvent;
StoppedFlying.AbilityAdded += AddAbilityForEvent;
_startedFlyingSelection.AbilityAdded += AddAbilityForEvent;
_whileFlyingSelection.AbilityAdded += AddAbilityForEvent;
_stoppedFlyingSelection.AbilityAdded += AddAbilityForEvent;
_startedFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
_whileFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
_stoppedFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
InventoryManager.Instance.WeaponEventAbilityAdded += OnWeaponEventInventoryAdded;
InventoryManager.Instance.WeaponEventAbilityRemoved += OnWeaponEventInventoryRemoved;
StartedFlying.AbilityRemoved += RemoveAbilityForEvent;
WhileFlying.AbilityRemoved += RemoveAbilityForEvent;
StoppedFlying.AbilityRemoved += RemoveAbilityForEvent;
}
public override void _ExitTree()
public void OnResolved()
{
InventoryManager.Instance.WeaponEventAbilityAdded -= OnWeaponEventInventoryAdded;
InventoryManager.Instance.WeaponEventAbilityRemoved -= OnWeaponEventInventoryRemoved;
base._ExitTree();
StartedFlying.Initialize(InventoryManager.WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying]);
WhileFlying.Initialize(InventoryManager.WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick]);
StoppedFlying.Initialize(InventoryManager.WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying]);
InventoryManager.WeaponEventAbilityAdded += OnWeaponEventInventoryAdded;
InventoryManager.WeaponEventAbilityRemoved += OnWeaponEventInventoryRemoved;
}
public void OnExitTree()
{
InventoryManager.WeaponEventAbilityAdded -= OnWeaponEventInventoryAdded;
InventoryManager.WeaponEventAbilityRemoved -= OnWeaponEventInventoryRemoved;
}
public void AddAbilityForEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
{
InventoryManager.Instance.AddAbilityForWeaponEvent(forEvent, abilityBehavior);
InventoryManager.AddAbilityForWeaponEvent(forEvent, abilityBehavior);
}
public void RemoveAbilityForEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
{
InventoryManager.Instance.RemoveAbilityForWeaponEvent(forEvent, abilityBehavior);
InventoryManager.RemoveAbilityForWeaponEvent(forEvent, abilityBehavior);
}
public void OnWeaponEventInventoryAdded(WeaponEventAbilityData data)
@@ -71,9 +84,9 @@ public partial class InventoryUi : Control
{
var abilitiesSelectionsMap = new Dictionary<WeaponSystem.WeaponEvent, AbilitySelection>
{
{ WeaponSystem.WeaponEvent.StartedFlying, _startedFlyingSelection },
{ WeaponSystem.WeaponEvent.StoppedFlying, _stoppedFlyingSelection },
{ WeaponSystem.WeaponEvent.FlyingTick, _whileFlyingSelection },
{ WeaponSystem.WeaponEvent.StartedFlying, StartedFlying },
{ WeaponSystem.WeaponEvent.StoppedFlying, StoppedFlying },
{ WeaponSystem.WeaponEvent.FlyingTick, WhileFlying },
};
return abilitiesSelectionsMap[forEvent];

View File

@@ -30,7 +30,6 @@ Shaker="*uid://c7flmumgr5w3u"
CsgToolkitAutoload="*uid://w8ad8q4lneis"
"Forge Bootstrap"="*uid://ba8fquhtwu5mu"
GlobalHelpers="*uid://dqcm83o8e66a2"
InventoryManager="*uid://cgwhrwfqsiing"
[display]

View File

@@ -1,5 +1,7 @@
using System;
using System.Collections.Generic;
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Attributes;
using Gamesmiths.Forge.Core;
@@ -35,7 +37,8 @@ using Node = Godot.Node;
public record struct EmpoweredActionPayload;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png"), Meta(typeof(IAutoNode))]
public partial class PlayerController : CharacterBody3D,
IDamageable,
IDamageDealer,
@@ -43,6 +46,11 @@ public partial class PlayerController : CharacterBody3D,
IKnockbackable,
IForgeEntity
{
public override void _Notification(int what) => this.Notify(what);
[Dependency]
public InventoryManager InventoryManager => this.DependOn<InventoryManager>();
// Enums
public enum AllowedInputs
{
@@ -426,7 +434,7 @@ public partial class PlayerController : CharacterBody3D,
private AbilityHandle? _empoweredActionHandle;
public override void _Ready()
public void OnReady()
{
LoadSettings();
@@ -716,14 +724,20 @@ public partial class PlayerController : CharacterBody3D,
_parryStandard.StateEntered += OnStandardParryStarted;
_parryDash.StateEntered += OnDashParryStarted;
// Inventory Management
InventoryManager.Instance.WeaponEventAbilityAdded += OnWeaponEventAbilityAdded;
InventoryManager.Instance.WeaponEventAbilityRemoved += OnWeaponEventAbilityRemoved;
// Forge events
var weaponLeftToken = WeaponSystem.Events.Subscribe(WeaponSystem.WeaponStartedFlyingEventTag, OnWeaponLeft);
var weaponLandedToken = WeaponSystem.Events.Subscribe(WeaponSystem.WeaponStoppedFlyingEventTag, OnWeaponLanded);
}
public void OnResolved()
{
// All of my dependencies are now available! Do whatever you want with
// them here.
// Inventory Management
InventoryManager.WeaponEventAbilityAdded += OnWeaponEventAbilityAdded;
InventoryManager.WeaponEventAbilityRemoved += OnWeaponEventAbilityRemoved;
}
public void OnWeaponLeft(EventData data)
{