Merge branch 'refs/heads/develop' into feature/bugfixes_And_Polish
This commit is contained in:
@@ -54,6 +54,7 @@ _minigameController = NodePath("Minigame")
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[node name="Minigame" parent="MinigameHandler" instance=ExtResource("8_2b3cf")]
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[node name="Minigame" parent="MinigameHandler" instance=ExtResource("8_2b3cf")]
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process_mode = 4
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process_mode = 4
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visible = false
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visible = false
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position = Vector2(23, -29)
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[node name="SwitchSceneOnFightEnd" type="Node" parent="." node_paths=PackedStringArray("_fightSceneSwitcher")]
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[node name="SwitchSceneOnFightEnd" type="Node" parent="." node_paths=PackedStringArray("_fightSceneSwitcher")]
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script = ExtResource("10_qqd8u")
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script = ExtResource("10_qqd8u")
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@@ -1,36 +1,44 @@
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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.Collections.Generic;
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using System.Threading.Tasks;
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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.Fight.ActionDetails;
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using Babushka.scripts.CSharp.Common.Minigame;
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using Babushka.scripts.CSharp.Common.Minigame;
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using Godot;
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using static Babushka.scripts.CSharp.Common.Minigame.MinigameController.RegionTheme;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightMinigameHandler : Node
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public partial class FightMinigameHandler : Node
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{
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{
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#region Shortcuts
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#region Shortcuts
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private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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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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#endregion
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[Export] private MinigameController _minigameController;
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[Export] private MinigameController _minigameController = null!;
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public void OnStateEnter(FightHappening.FightState to)
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public void OnStateEnter(FightHappening.FightState to)
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{
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{
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if(to!=FightHappening.FightState.InputActionDetail) return;
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if (to != FightHappening.FightState.InputActionDetail) return;
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var currentDetail = HappeningData.actionStaging!.CurrentDetail();
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if(currentDetail is not MinigameActionDetail minigameDetail) return;
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var currentDetail = HappeningData.actionStaging!.CurrentDetail();
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if (currentDetail is not MinigameActionDetail minigameDetail) return;
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var region1 = R(2, 4);
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var region2 = R([0, 1, 1, 2]);
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var region3 = R([7, 8, 9, 9]);
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var region4 = R([0, 1, 1, 2]);
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var region5 = R(2, 4);
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var region6 = R(4, 6);
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_minigameController.Run(new MinigameController.Builder<int>()
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_minigameController.Run(new MinigameController.Builder<int>()
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.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
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.AddRegion(region1).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region1.ToString()).RegionWithTheme(Normal)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(region2).RegionWithProportion(R(1, 1.8)).RegionWithText(region2.ToString()).RegionWithTheme(Bad)
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.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
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.AddRegion(region3).RegionWithProportion(R(0.3, 1)).RegionWithText(region3.ToString()).RegionWithTheme(VeryGood)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(region4).RegionWithProportion(R(1, 1.8)).RegionWithText(region4.ToString()).RegionWithTheme(Bad)
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.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
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.AddRegion(region5).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region5.ToString()).RegionWithTheme(NormalAlt1)
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.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
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.AddRegion(region6).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region6.ToString()).RegionWithTheme(NormalAlt2)
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.WithHitCount(3)
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.WithHitCount(3)
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).ContinueWith(task =>
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).ContinueWith(task =>
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{
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{
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@@ -40,4 +48,25 @@ public partial class FightMinigameHandler : Node
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FightHappening.Instance.CallDeferred("DetailFilled");
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FightHappening.Instance.CallDeferred("DetailFilled");
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});
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});
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}
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}
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}
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#region Utils
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// this is to make the minigame set up a bit less convoluted
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private static int R(int min, int max)
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{
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return GD.RandRange(min, max);
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}
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private static float R(double min, double max)
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{
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return (float)GD.RandRange(min, max);
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}
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private static int R(List<int> list)
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{
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return list[GD.RandRange(0, list.Count - 1)];
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}
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#endregion
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}
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@@ -21,7 +21,7 @@ public partial class MinigameController : Node2D
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God,
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God,
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VeryGood
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VeryGood
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}
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}
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public class Builder<T>
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public class Builder<T>
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{
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{
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internal class Region
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internal class Region
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@@ -108,6 +108,8 @@ public partial class MinigameController : Node2D
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[Signal] public delegate void ArmMovedEventHandler(float newPos);
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[Signal] public delegate void ArmMovedEventHandler(float newPos);
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[Signal] public delegate void RegionHitEventHandler(int regionIndex);
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public override void _EnterTree()
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public override void _EnterTree()
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{
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{
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HideMinigame();
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HideMinigame();
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@@ -125,6 +127,7 @@ public partial class MinigameController : Node2D
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ShowMinigame();
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ShowMinigame();
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Setup(builder);
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Setup(builder);
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await _minigameComplete!.Task;
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await _minigameComplete!.Task;
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await ToSignal(GetTree().CreateTimer(.3), "timeout");
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var returnValue = _hits!.Select(h => builder.regions[h].value).ToList();
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var returnValue = _hits!.Select(h => builder.regions[h].value).ToList();
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Reset();
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Reset();
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HideMinigame();
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HideMinigame();
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@@ -145,6 +148,7 @@ public partial class MinigameController : Node2D
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}
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}
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_hits.Add(i);
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_hits.Add(i);
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EmitSignalRegionHit(i);
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_armSpeed = -_armSpeed;
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_armSpeed = -_armSpeed;
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@@ -174,16 +178,18 @@ public partial class MinigameController : Node2D
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// spawn regions
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// spawn regions
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var regionSum = 0f;
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var regionSum = 0f;
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foreach (var region in builder.regions)
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foreach (var (region, i) in builder.regions.Select((region, i) => (region, i)))
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{
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{
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var regionVisual = _regionVisualPrefab.Instantiate<RegionVisual>();
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var regionVisual = _regionVisualPrefab.Instantiate<RegionVisual>();
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_regionsParent.AddChild(regionVisual);
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_regionsParent.AddChild(regionVisual);
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RegionHit += regionVisual.HitAnimation;
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var normalisedAngleStart = regionSum / totalRegionProportion;
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var normalisedAngleStart = regionSum / totalRegionProportion;
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var normalisedAngleEnd = (regionSum + region.proportion) / totalRegionProportion;
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var normalisedAngleEnd = (regionSum + region.proportion) / totalRegionProportion;
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var normalAngles = new Vector2(normalisedAngleStart, normalisedAngleEnd);
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var normalAngles = new Vector2(normalisedAngleStart, normalisedAngleEnd);
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regionVisual.Setup(normalAngles, _baseRegionColor.RandomHue(), region.text, region.theme);
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regionVisual.Setup(normalAngles, region.text, region.theme, i);
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regionSum += region.proportion;
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regionSum += region.proportion;
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@@ -207,6 +213,13 @@ public partial class MinigameController : Node2D
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{
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{
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_minigameComplete = null;
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_minigameComplete = null;
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_hits = null;
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_hits = null;
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_regionsParent.GetChildren().ForEach(c => c.QueueFree());
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_regionsParent.GetChildren().ForEach(c =>
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{
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if (c is RegionVisual rv)
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{
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RegionHit -= rv.HitAnimation;
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}
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c.QueueFree();
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});
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}
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}
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}
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}
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@@ -1,27 +1,42 @@
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using Godot;
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using System;
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using System;
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using Babushka.scripts.CSharp.Common.Minigame;
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using Godot;
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using Godot.Collections;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.Minigame;
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public partial class RegionVisual : Node
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public partial class RegionVisual : Node
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{
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{
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[Export] private Sprite2D _sliceSprite;
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[Export] private Sprite2D _sliceSprite = null!;
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[Export] private Label _textLabel;
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[Export] private Label _textLabel = null!;
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[Export] private Node2D _labelPivot;
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[Export] private Node2D _labelPivot = null!;
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[Export(PropertyHint.DictionaryType)] private Dictionary<MinigameController.RegionTheme, Color> _fillColors = new();
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[Export(PropertyHint.DictionaryType)] private Dictionary<MinigameController.RegionTheme, Color> _fillColors = new();
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public void Setup(Vector2 normalAngles, Color color, string regionText, MinigameController.RegionTheme regionTheme)
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private int _index;
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public void Setup(Vector2 normalAngles, string regionText, MinigameController.RegionTheme regionTheme, int index)
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{
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{
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var mat = (_sliceSprite.Material as ShaderMaterial)!;
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var mat = (_sliceSprite.Material as ShaderMaterial)!;
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mat.SetShaderParameter("angles", normalAngles);
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mat.SetShaderParameter("angles", normalAngles);
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mat.SetShaderParameter("fillColor", GetFillColor(regionTheme));
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mat.SetShaderParameter("fillColor", GetFillColor(regionTheme));
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var averageAngleRadians = (normalAngles.X + normalAngles.Y) * float.Pi; // '/ 2' from the average and '* 2' from the radians cancel out
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// '/ 2' from the average and '* 2' from the radians cancel out
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var averageAngleRadians = (normalAngles.X + normalAngles.Y) * float.Pi;
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_labelPivot.Rotation = averageAngleRadians;
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_labelPivot.Rotation = averageAngleRadians;
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_textLabel.Rotation = -averageAngleRadians;
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_textLabel.Rotation = -averageAngleRadians;
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_textLabel.Text = regionText;
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_textLabel.Text = regionText;
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_index = index;
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}
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public void HitAnimation(int regionIndex)
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{
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if(regionIndex != _index) return;
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var tween = GetTree().CreateTween();
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tween.TweenProperty(_sliceSprite, "scale", new Vector2(1.5f, 1.5f), 0.1f);
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tween.TweenProperty(_sliceSprite, "scale", new Vector2(1f, 1f), 0.2f);
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}
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}
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private Color GetFillColor(MinigameController.RegionTheme theme)
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private Color GetFillColor(MinigameController.RegionTheme theme)
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