Made fight fightable

This commit is contained in:
jonathan
2025-09-30 16:23:05 +02:00
parent f27dd199b8
commit 0e315396c9
42 changed files with 889 additions and 251 deletions
@@ -0,0 +1,53 @@
using Godot;
using System;
using System.Linq;
using Babushka.scripts.CSharp.Common.Fight;
public partial class FightHappeningStateDebugger : Node
{
[Export] private Label _label;
private FightWorld.FightHappeningData Data => FightWorld.Instance.fightHappeningData!;
public void StateChange(FightHappening.FightState from, FightHappening.FightState to)
{
_label.Text += $"State changed from {from} to {to}\n";
switch (to)
{
case FightHappening.FightState.None:
break;
case FightHappening.FightState.FightStartAnim:
break;
case FightHappening.FightState.FightersEnter:
break;
case FightHappening.FightState.FightersEnterAnim:
_label.Text +=
$" {Data.fightersEnterStaging!.enteringAllyFighters.Count} allies " +
$"and {Data.fightersEnterStaging.enteringEnemyFighters.Count} enemies are entering the fight.\n";
break;
case FightHappening.FightState.NextFighter:
break;
case FightHappening.FightState.StateCheck:
break;
case FightHappening.FightState.InputActionSelect:
break;
case FightHappening.FightState.ActionCheckDetails:
break;
case FightHappening.FightState.InputActionDetail:
break;
case FightHappening.FightState.ActionExecute:
_label.Text += $" Executing action: {Data.actionStaging!.GetType()}\n";
break;
case FightHappening.FightState.ActionAnim:
break;
case FightHappening.FightState.EnemyActionSelect:
break;
case FightHappening.FightState.PlayerWin:
break;
case FightHappening.FightState.EnemyWin:
break;
default:
throw new ArgumentOutOfRangeException(nameof(to), to, null);
}
}
}