Files
MovementTests/forge/ForgeManager.cs
Minimata 7bf19868e7
All checks were successful
Create tag and build when new code gets to main / BumpTag (push) Successful in 24s
Create tag and build when new code gets to main / Export (push) Successful in 5m6s
Setup the base for abilities and events
2026-03-22 16:28:57 +01:00

52 lines
1.1 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",
"weapon",
// Statuses
"status.stunned",
// Abilities
"abilities.weapon.land",
// Events
"events.combat.damage",
"events.combat.hit",
"events.weapon.land",
// 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;
}
}