Made fight fightable
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@@ -1,34 +1,125 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Fight;
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using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
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using Babushka.scripts.CSharp.Common.Util;
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public partial class AllFightersVisual : Node
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{
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[Export] private Node2D _allyFighters;
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[Export] private Node2D _enemyFighters;
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[ExportCategory("References")] [Export]
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private Node2D _allyFighters = null!;
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[Export] private PackedScene _blobFighterVisual;
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[Export] private PackedScene _bigBlobFighterVisual;
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[Export] private PackedScene _mavkaFighterVisual;
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[Export] private PackedScene _yourMomFighterVisual;
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[Export] private PackedScene _vesnaFighterVisual;
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public void EnterFighter(FightWorld.Fighter fighter, bool isEnemy)
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[Export] private Node2D _enemyFighters = null!;
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[ExportCategory("Fighter Visual Scenes")]
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[Export] private PackedScene _blobFighterVisual = null!;
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[Export] private PackedScene _bigBlobFighterVisual = null!;
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[Export] private PackedScene _mavkaFighterVisual = null!;
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[Export] private PackedScene _yourMomFighterVisual = null!;
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[Export] private PackedScene _vesnaFighterVisual = null!;
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[ExportCategory("Settings")]
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[Export(PropertyHint.ArrayType)] private float[] _positionDistanceFromCenter = [10, 20, 30];
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private Dictionary<FightWorld.Fighter, FighterVisual> _fighterVisuals = new();
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#region Shortcuts
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private FightWorld.FightHappeningData HappeningData =>
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FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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#endregion
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#region State Reactions
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public void FightHappeningStateChange(FightHappening.FightState from, FightHappening.FightState to)
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{
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var parent = isEnemy ? _enemyFighters : _allyFighters;
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var packedScene = fighter.type switch
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if (to == FightHappening.FightState.FightersEnterAnim)
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{
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FightWorld.Fighter.Type.Blob => _blobFighterVisual,
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FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
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FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
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FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
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FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
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_ => throw new ArgumentOutOfRangeException()
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};
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EnterFighter();
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}
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var fighterVisual = packedScene.Instantiate<FighterVisual>();
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fighterVisual.Initialize(fighter);
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parent.AddChild(fighterVisual);
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if (to == FightHappening.FightState.InputActionDetail)
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{
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if (HappeningData.actionStaging!.CurrentDetail() is TargetSelectActionDetail targetDetail)
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{
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ShowTargetSelect(targetDetail);
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}
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}
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if (from == FightHappening.FightState.InputActionDetail)
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{
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HideTargetSelect();
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}
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}
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}
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public void EnterFighter()
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{
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if (HappeningData.fightersEnterStaging == null)
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return;
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if (!HappeningData.fightersEnterStaging.HasAnyToExecute())
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return;
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foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
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{
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var packedScene = fighter.type switch
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{
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FightWorld.Fighter.Type.Blob => _blobFighterVisual,
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FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
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FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
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FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
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FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
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_ => throw new ArgumentOutOfRangeException()
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};
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var fighterVisual = packedScene.Instantiate<FighterVisual>();
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fighterVisual.Initialize(fighter);
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_enemyFighters.AddChild(fighterVisual);
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fighterVisual.Position = new Vector2(_positionDistanceFromCenter[_enemyFighters.GetChildCount() - 1], 0);
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_fighterVisuals.Add(fighter, fighterVisual);
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}
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foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
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{
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var packedScene = fighter.type switch
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{
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FightWorld.Fighter.Type.Blob => _blobFighterVisual,
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FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
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FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
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FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
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FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
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_ => throw new ArgumentOutOfRangeException()
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};
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var fighterVisual = packedScene.Instantiate<FighterVisual>();
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fighterVisual.Initialize(fighter);
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_allyFighters.AddChild(fighterVisual);
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fighterVisual.Position = new Vector2(-_positionDistanceFromCenter[_allyFighters.GetChildCount() - 1], 0);
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_fighterVisuals.Add(fighter, fighterVisual);
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}
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}
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private void ShowTargetSelect(TargetSelectActionDetail targetDetail)
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{
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if (targetDetail.selectEnemy)
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_fighterVisuals.Where(kv => kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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if (targetDetail.selectAlly)
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_fighterVisuals.Where(kv => !kv.Key.isEnemy).ForEach(kv => kv.Value.SetTargetSelectionActive(true));
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}
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private void HideTargetSelect()
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{
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foreach (var visual in _fighterVisuals.Values)
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{
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visual.SetTargetSelectionActive(false);
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}
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}
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#endregion
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}
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