Effects handling rework
This commit is contained in:
parent
08d593175b
commit
63930450a3
21 changed files with 100 additions and 228 deletions
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@ -22,7 +22,7 @@ config/windows_native_icon="res://icon.ico"
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LevelController="*res://scripts/LevelController.cs"
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Cursor="*res://scripts/Cursor.cs"
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GameRegistry="*res://scripts/systems/GameRegistry.cs"
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Cheats="res://scripts/debug/Cheats.cs"
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Cheats="*res://scripts/debug/Cheats.cs"
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AudioSequencer="*res://scenes/audio_sequencer.tscn"
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[display]
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@ -5,4 +5,4 @@
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[resource]
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script = ExtResource("1_rfumy")
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Duration = 0.25
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Slot = 3
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Slot = "garlic"
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@ -1,10 +1,10 @@
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[gd_resource type="Resource" load_steps=2 format=3 uid="uid://7uj0oe656jfx"]
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[ext_resource type="Script" path="res://scripts/systems/effects/SlownessEffect.cs" id="1_8md01"]
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[ext_resource type="Script" uid="uid://dyc7fc5bfkdii" path="res://scripts/systems/effects/SlownessEffect.cs" id="1_8md01"]
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[resource]
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script = ExtResource("1_8md01")
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ColorOverride = Color(0, 1, 1, 1)
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Multiplier = 0.75
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Duration = 3.25
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Slot = 0
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Slot = "freeze_slow"
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@ -66,9 +66,9 @@ mult_value = 1.0
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[node name="Zombie" type="Node2D"]
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y_sort_enabled = true
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script = ExtResource("1_qq3f1")
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_maxHP = 70
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garlicSound = ExtResource("2_hh4qh")
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freezeSound = ExtResource("3_ltj46")
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MaxHP = 70.0
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[node name="CanvasGroup" type="CanvasGroup" parent="."]
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material = SubResource("ShaderMaterial_63ls2")
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@ -63,7 +63,6 @@ size = Vector2(20, 44)
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[node name="Peashooter" instance=ExtResource("1_pyk3o")]
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MaxHP = 30.0
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_effectImmunities = Array[Resource]([])
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[node name="Sprite2D" parent="." index="0"]
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texture = ExtResource("2_14qlx")
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@ -18,7 +18,6 @@ script = ExtResource("1_fkydi")
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_speed = 3.0
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_damage = 10
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_impactEffect = ExtResource("2_fn62x")
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_damageType = 1
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particles = ExtResource("3_t6hp0")
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[node name="Sprite" type="Sprite2D" parent="."]
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@ -6,13 +6,13 @@ namespace Newlon.Components;
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public partial class Armor : Node
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{
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[Signal]
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public delegate void ArmorDamagedEventHandler(int hp);
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public delegate void ArmorDamagedEventHandler(float hp);
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[Signal]
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public delegate void ArmorLostEventHandler();
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[Export]
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public int MaxHP { get; private set; }
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private int _hp;
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public float MaxHP { get; private set; }
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private float _hp;
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private bool _lost = false;
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public override void _Ready()
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@ -20,11 +20,11 @@ public partial class Armor : Node
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_hp = MaxHP;
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}
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public int RecieveDamage(int damage)
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public float RecieveDamage(float damage)
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{
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if(_lost)
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return damage;
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int returnAmount = 0;
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float returnAmount = 0;
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_hp -= damage;
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if(_hp <= 0)
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{
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@ -37,11 +37,11 @@ public partial class Armor : Node
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return returnAmount;
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}
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public int Heal(int amount)
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public float Heal(float amount)
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{
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if(_lost)
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return amount;
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int returnAmount = 0;
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float returnAmount = 0;
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_hp += amount;
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if (_hp >= MaxHP)
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{
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@ -14,9 +14,9 @@ public partial class DegradingSprite : Sprite2D
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armor.ArmorDamaged += OnZombieHPChanged;
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}
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private void OnZombieHPChanged(int hp)
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private void OnZombieHPChanged(float hp)
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{
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float percent = (float)hp / (float)armor.MaxHP;
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float percent = hp / armor.MaxHP;
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for (int i = 0; i < degradationStages.Count; i++)
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{
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if (percent <= thresholdPercentage[i])
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@ -7,8 +7,8 @@ namespace Newlon.Components;
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public partial class Entity : Node2D
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{
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#region Health points
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[Export] public float MaxHP { get; private set; }
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public float HP { get; private set; }
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[Export] public float MaxHP;
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public float HP;
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[Signal] public delegate void OnHPChangedEventHandler(int deltaHP, Node origin);
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[Signal] public delegate void OnDamagedEventHandler();
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@ -55,9 +55,14 @@ public partial class Entity : Node2D
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}
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#endregion
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#region Effects
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[Export] private Array<Effect> _effectImmunities;
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private readonly Effect[] _activeEffectSlots = new Effect[Utility.EffectSlotCount];
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private readonly Timer[] _effectSlotTimers = new Timer[Utility.EffectSlotCount];
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[Export] private Array<Effect> _effectImmunities = new();
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private readonly Dictionary<string,Effect> _activeEffectSlots = new();
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private readonly Dictionary<string,Timer> _effectSlotTimers = new();
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[Signal] public delegate void EffectStartedEventHandler(Effect what);
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[Signal] public delegate void EffectEndedEventHandler(Effect what);
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[Signal] public delegate void EffectContinuedEventHandler(Effect what);
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public virtual void GiveEffect(Effect what)
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{
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@ -65,7 +70,22 @@ public partial class Entity : Node2D
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{
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return;
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}
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int slot = (int)what.Slot;
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string slot = what.Slot;
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if (_activeEffectSlots.ContainsKey(slot) == false)
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{
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InitSlot(slot);
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}
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if (what == _activeEffectSlots[slot])
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{
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EmitSignal(SignalName.EffectContinued, what);
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}
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else
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{
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EmitSignal(SignalName.EffectStarted, what);
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}
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if (_activeEffectSlots[slot] != null)
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{
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_effectSlotTimers[slot].Stop();
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@ -76,24 +96,39 @@ public partial class Entity : Node2D
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what.Enter(this);
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_activeEffectSlots[slot] = what;
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}
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private void InitSlot(string key)
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{
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_activeEffectSlots.Add(key, null);
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var timer = new Timer() { Autostart = false, OneShot = true };
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AddChild(timer);
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timer.Timeout += () => { EndEffectAtSlot(key); };
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_effectSlotTimers.Add(key, timer);
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}
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public void EndEffect(Effect what)
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{
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what.Exit(this);
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_activeEffectSlots[(int)what.Slot] = null;
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EndEffectAtSlot(what.Slot);
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}
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public void ProcessEffects()
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{
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for (int i = 0; i < Utility.EffectSlotCount; i++)
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_activeEffectSlots[i]?.Process(this);
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foreach(string key in _activeEffectSlots.Keys)
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_activeEffectSlots[key]?.Process(this);
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}
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private void EndEffectAtSlot(int slot)
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private void EndEffectAtSlot(string slot)
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{
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_activeEffectSlots[slot].Exit(this);
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_activeEffectSlots[slot] = null;
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EmitSignal(SignalName.EffectEnded, _activeEffectSlots[slot]);
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}
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#endregion
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#region LocalTimescale
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@ -113,16 +148,6 @@ public partial class Entity : Node2D
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public override void _Ready()
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{
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HP = MaxHP;
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// Effect timers setup
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for(int i = 0; i < Utility.EffectSlotCount; i++)
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{
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var timer = new Timer() {Autostart = false, OneShot = true};
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_effectSlotTimers[i] = timer;
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AddChild(timer);
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int current_index = i;
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timer.Timeout += () => {EndEffectAtSlot(current_index);};
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}
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}
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#endregion
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}
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@ -1,17 +0,0 @@
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using Godot;
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namespace Newlon.Components;
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//
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// Base interface for entities
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//
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public interface IEntity
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{
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public int Hp { get; }
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public int MaxHp { get; }
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public void TakeDamage(int amount, Node origin, Utility.DamageTypes damageType = Utility.DamageTypes.PHYSICAL);
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public void Heal(int amount, Node origin);
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public void DisableBrain();
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public void EnableBrain();
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}
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@ -1 +0,0 @@
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uid://cjdeq452vk2ll
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@ -1,6 +0,0 @@
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namespace Newlon.Components;
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public interface ILocalTimescale
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{
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public float LocalTimescale { get; set; }
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}
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@ -1 +0,0 @@
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uid://bxu6ljkmmlgd5
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@ -17,8 +17,6 @@ public partial class LinearProjectile : Area2D, IProjectile
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[Export]
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private Effect _impactEffect;
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[Export]
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private Utility.DamageTypes _damageType = Utility.DamageTypes.PHYSICAL;
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[Export]
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private PackedScene particles;
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private int _line;
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private bool used = false;
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@ -33,13 +31,13 @@ public partial class LinearProjectile : Area2D, IProjectile
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public void OnAreaEntered(Area2D area)
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{
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if (used == true) return;
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var entity = area.GetParent<IEntity>();
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var entity = area.GetParent<Entity>();
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if (entity != null)
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{
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entity.TakeDamage(_damage,this,_damageType);
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entity.TakeDamage(_damage,this);
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used = true;
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if (entity is IEffectHandler effectHandler && _impactEffect != null)
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effectHandler.GiveEffect(_impactEffect);
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if (_impactEffect != null)
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entity.GiveEffect(_impactEffect);
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PoolContainer.Instance.SpawnParticles(particles, GlobalPosition);
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@ -44,7 +44,7 @@ public partial class Previewport : SubViewport
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title.Text = Tr(resource.name_key);
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description.Text = Tr(resource.description_key);
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AddChild(current_display);
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if (current_display is IEntity entity)
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if (current_display is Entity entity)
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entity.DisableBrain();
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}
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@ -7,7 +7,7 @@ public partial class Eyesight : Area2D
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{
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private bool _enemyDetected;
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public bool EnemyDetected => _enemyDetected;
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private readonly List<IEntity> _detectedEntities = new List<IEntity>();
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private readonly List<Entity> _detectedEntities = new List<Entity>();
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private RuntimePlantData _plantData;
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public override void _Ready()
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@ -19,7 +19,7 @@ public partial class Eyesight : Area2D
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public void OnAreaEntered(Area2D area)
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{
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var entity = area.GetParent<IEntity>();
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var entity = area.GetParent<Entity>();
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if (entity != null)
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{
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_detectedEntities.Add(entity);
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@ -30,7 +30,7 @@ public partial class Eyesight : Area2D
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public void OnAreaExited(Area2D area)
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{
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var entity = area.GetParent<IEntity>();
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var entity = area.GetParent<Entity>();
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if (entity != null)
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{
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if (_detectedEntities.Contains(entity))
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@ -1,162 +1,48 @@
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using System.Collections.Generic;
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using Godot;
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using Newlon.Systems.Effects;
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namespace Newlon.Components.Zombies;
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public partial class RuntimeZombieData : Node2D, IEntity, ILocalTimescale, IEffectHandler
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public partial class RuntimeZombieData : Entity
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{
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[Signal]
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public delegate void OnHPChangedEventHandler(int deltaHP, Node origin);
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[Signal]
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public delegate void OnDamagedEventHandler();
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[Signal]
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public delegate void OnLocalTimescaleChangedEventHandler(int currentTimescale);
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[Export]
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private int _hp;
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[Export]
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private int _maxHP;
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[Export]
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private Armor _armor;
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[Export]
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private AudioStream garlicSound;
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[Export]
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private AudioStream freezeSound;
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private float _localTimescale = 1.0f;
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public int Hp => _hp;
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public int MaxHp => _maxHP;
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public bool AbleToEat = true;
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public float LocalTimescale
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{
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get => _localTimescale;
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set
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{
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_localTimescale = value;
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EmitSignal(SignalName.OnLocalTimescaleChanged,_localTimescale);
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}
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}
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public override void _Ready()
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{
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_hp = _maxHP;
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// Effect timers setup
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for(int i = 0; i < Utility.EffectSlotCount; i++)
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{
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var timer = new Timer() {Autostart = false, OneShot = true};
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_effectSlotTimers[i] = timer;
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AddChild(timer);
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int current_index = i;
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timer.Timeout += () => {EndEffectAtSlot(current_index);};
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}
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}
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public void Heal(int amount,Node origin)
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{
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if(_armor != null)
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{
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_hp += _armor.Heal(amount);
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}
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else
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_hp += amount;
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EmitSignal(SignalName.OnHPChanged,amount,origin);
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if (MaxHp > 0)
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{
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_hp = MaxHp;
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}
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}
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public void TakeDamage(int amount, Node origin, Utility.DamageTypes damageType = Utility.DamageTypes.PHYSICAL)
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public override void Heal(float amount, Node origin)
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{
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if (_armor != null)
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{
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_hp -= _armor.RecieveDamage(amount);
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HP += _armor.Heal(amount);
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}
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else
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_hp -= amount;
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EmitSignal(SignalName.OnHPChanged,-amount, origin);
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HP += amount;
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EmitSignal(SignalName.OnHPChanged, amount, origin);
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if (HP > MaxHP)
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{
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HP = MaxHP;
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}
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}
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public override void TakeDamage(float amount, Node origin)
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{
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if (_armor != null)
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{
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HP -= _armor.RecieveDamage(amount);
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}
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else
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HP -= amount;
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EmitSignal(SignalName.OnHPChanged, -amount, origin);
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EmitSignal(SignalName.OnDamaged);
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if (_hp <= 0)
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if (HP <= 0)
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{
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QueueFree();
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KillByDamage();
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}
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}
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#region Effects system
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private readonly Effect[] _activeEffectSlots = new Effect[Utility.EffectSlotCount];
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private readonly Timer[] _effectSlotTimers = new Timer[Utility.EffectSlotCount];
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// Effect handling
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public void GiveEffect(Effect what)
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{
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int slot = (int)what.Slot;
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if (_activeEffectSlots[slot] == null)
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{
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switch (what.Slot)
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{
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case Utility.EffectSlots.FREEZE:
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AudioSequencer.Play("zombie_freeze", freezeSound);
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var settings = new ChannelSettings();
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settings.restartTreshold = -1;
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AudioSequencer.ChangeSettings("zombie_freeze",settings);
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break;
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case Utility.EffectSlots.GARLIC:
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AudioSequencer.Play("zombie_garlic", garlicSound);
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break;
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}
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}
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if (_activeEffectSlots[slot] != null)
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{
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_effectSlotTimers[slot].Stop();
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_activeEffectSlots[slot].Exit(this);
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}
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_effectSlotTimers[slot].WaitTime = what.Duration;
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_effectSlotTimers[slot].Start();
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what.Enter(this);
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_activeEffectSlots[slot] = what;
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}
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public void EndEffect(Effect what)
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{
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what.Exit(this);
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_activeEffectSlots[(int)what.Slot] = null;
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}
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public void ProcessEffects()
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{
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for(int i = 0; i < Utility.EffectSlotCount; i++)
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_activeEffectSlots[i]?.Process(this);
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}
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private void EndEffectAtSlot(int slot)
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{
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_activeEffectSlots[slot].Exit(this);
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_activeEffectSlots[slot] = null;
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}
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public void DisableBrain()
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{
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GetNode<AnimationPlayer>("AnimationPlayer").ProcessMode = ProcessModeEnum.Pausable;
|
||||
ProcessMode = ProcessModeEnum.Disabled;
|
||||
}
|
||||
|
||||
public void EnableBrain()
|
||||
{
|
||||
GetNode<AnimationPlayer>("AnimationPlayer").ProcessMode = ProcessModeEnum.Inherit;
|
||||
ProcessMode = ProcessModeEnum.Inherit;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ namespace Newlon.Systems.Effects;
|
|||
public abstract partial class Effect : Resource
|
||||
{
|
||||
[Export] public float Duration;
|
||||
[Export] public Utility.EffectSlots Slot;
|
||||
[Export] public string Slot;
|
||||
public abstract void Enter(Node target);
|
||||
public abstract void Process(Node target);
|
||||
public abstract void Exit(Node target);
|
||||
|
|
|
|||
|
|
@ -1,8 +0,0 @@
|
|||
namespace Newlon.Systems.Effects;
|
||||
|
||||
public interface IEffectHandler
|
||||
{
|
||||
void GiveEffect(Effect what);
|
||||
void EndEffect(Effect what);
|
||||
void ProcessEffects();
|
||||
}
|
||||
|
|
@ -1 +0,0 @@
|
|||
uid://eeqk3fvjwg31
|
||||
|
|
@ -11,21 +11,20 @@ public partial class SlownessEffect : Effect
|
|||
|
||||
public override void Enter(Node target)
|
||||
{
|
||||
if (target is IEffectHandler handler)
|
||||
if (target is Entity entity)
|
||||
{
|
||||
if (target is ILocalTimescale timescalable)
|
||||
timescalable.LocalTimescale *= Multiplier;
|
||||
if (target is CanvasItem canvasItem)
|
||||
canvasItem.Modulate = ColorOverride;
|
||||
entity.LocalTimescale *= Multiplier;
|
||||
entity.Modulate = ColorOverride;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Exit(Node target)
|
||||
{
|
||||
if(target is ILocalTimescale timescalable)
|
||||
timescalable.LocalTimescale /= Multiplier;
|
||||
if(target is CanvasItem canvasItem)
|
||||
canvasItem.Modulate = Colors.White;
|
||||
if (target is Entity entity)
|
||||
{
|
||||
entity.LocalTimescale /= Multiplier;
|
||||
entity.Modulate = Colors.White;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Process(Node target)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue