Files
MovementTests/forge/abilities/REmpoweredAction.cs
2026-03-18 16:59:52 +01:00

89 lines
2.8 KiB
C#

using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Components;
using Gamesmiths.Forge.Effects.Duration;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.forge.abilities;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_animation.png")]
public partial class REmpoweredAction(float cost, float cooldown, float manaRegenPause) : Resource
{
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float Cost { get; set; } = cost;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float Cooldown { get; set; } = cooldown;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float ManaRegenPause { get; set; } = manaRegenPause;
public REmpoweredAction() : this(20.0f, 1.0f, 3.0f)
{
}
public EffectData CostEffect(TagsManager tagsManager)
{
return new(
"Empowered Action Mana Cost",
new DurationData(DurationType.Instant),
new[]
{
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(-Cost)
)
)
},
cues: new []
{
new CueData(
CueTags: Tag.RequestTag(tagsManager, "cues.resources.mana").GetSingleTagContainer(),
MinValue: 0,
MaxValue: 100,
MagnitudeType: CueMagnitudeType.AttributeValueChange,
MagnitudeAttribute: "PlayerAttributeSet.Mana"
)
});
}
public EffectData CooldownEffect(TagsManager tagsManager)
{
return new(
"Empowered Action Cooldown",
new DurationData(
DurationType.HasDuration,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(Cooldown))),
effectComponents: new[]
{
new ModifierTagsEffectComponent(
tagsManager.RequestTagContainer(new[] { "cooldown.empoweredAction" })
)
});
}
}
public class EmpoweredActionBehavior : IAbilityBehavior
{
public void OnStarted(AbilityBehaviorContext context)
{
// Apply costs and cooldowns
context.AbilityHandle.CommitAbility();
context.InstanceHandle.End();
}
public void OnEnded(AbilityBehaviorContext context)
{
// Do any necessary cleanups
}
}