Files
MovementTests/forge/ForgeManager.cs
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yow it's working or wat
2026-03-29 17:30:14 +02:00

67 lines
1.6 KiB
C#

using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.tools;
public partial class ForgeManager : Node
{
public CuesManager CuesManager { get; private set; } = new CuesManager();
public TagsManager TagsManager { get; private set; } = new TagsManager(
[
// entities
"character.player",
"character.enemy",
"weapon",
// Statuses
"status.stunned",
"status.weapon.inHand",
"status.weapon.flying",
"status.weapon.planted",
// Abilities
"abilities.weapon.land",
"abilities.weapon.flying",
"abilities.weapon.left",
// Events
"events.combat.damage",
"events.combat.hit",
"events.weapon.flyingTick",
"events.weapon.startedFlying",
"events.weapon.stoppedFlying",
"events.weapon.handToFlying",
"events.weapon.flyingToHand",
"events.weapon.plantedToHand",
"events.weapon.plantedToFlying",
"events.weapon.planted",
// Cooldowns
"cooldown.empoweredAction",
"cooldown.empoweredSwordThrow",
// Cues
"cues.resources.mana",
]);
public static ForgeManager GetForgeManager(Node node)
{
return node.GetTree().Root.GetNode<ForgeManager>("ForgeManager");
}
public static TagsManager GetTagsManager(Node node)
{
return GetForgeManager(node).TagsManager;
}
public static CuesManager GetCuesManager(Node node)
{
return GetForgeManager(node).CuesManager;
}
}