113 lines
2.6 KiB
C#
113 lines
2.6 KiB
C#
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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{
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[Signal]
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public delegate void OnHPChangedEventHandler(int deltaHP);
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[Signal]
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public delegate void OnLocalTimescaleChangedEventHandler(int currentTimescale);
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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 int _line;
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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 int Line => _line;
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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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timer.Timeout += () => {EndEffectAtSlot(i);};
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}
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}
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public void Heal(int amount)
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{
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_hp += amount;
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EmitSignal(SignalName.OnHPChanged,amount);
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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)
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{
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_hp -= amount;
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EmitSignal(SignalName.OnHPChanged,-amount);
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if (_hp <= 0)
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{
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QueueFree();
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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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_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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#endregion
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}
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