✨ Defeated enemygroups now drop a beet_seed
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@@ -1,6 +1,8 @@
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[gd_scene load_steps=2 format=3 uid="uid://n5cj71bxxjkk"]
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[gd_scene load_steps=3 format=3 uid="uid://n5cj71bxxjkk"]
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[ext_resource type="Script" uid="uid://dqe1i2qmpttwf" path="res://scripts/CSharp/Common/Fight/FightWorld.cs" id="1_tnyce"]
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[ext_resource type="Resource" uid="uid://duq7tshxv6uhp" path="res://resources/items/beet_seed.tres" id="2_lxs0o"]
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[node name="FightWorldAutoload" type="Node2D"]
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script = ExtResource("1_tnyce")
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_itemToDropByEnemyGroup = ExtResource("2_lxs0o")
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@@ -40,6 +40,7 @@
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[ext_resource type="Script" uid="uid://dbu8afaiohpdh" path="res://scripts/CSharp/Common/Fight/FightRoomSceneSetup.cs" id="40_cvg1r"]
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[ext_resource type="PackedScene" uid="uid://bcld43daavmrn" path="res://prefabs/fight/fight_scene_switcher.tscn" id="40_elhbh"]
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[ext_resource type="PackedScene" uid="uid://qfdiudt3vpai" path="res://prefabs/fight/roaming_enemy_group.tscn" id="41_cvg1r"]
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[ext_resource type="PackedScene" uid="uid://dpbbroif2tnil" path="res://prefabs/interactions/generic_item_on_ground_2d.tscn" id="41_x3yi1"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_ruj2u"]
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shader = ExtResource("16_0fard")
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@@ -2175,6 +2176,7 @@ _sceneRoot = NodePath("..")
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script = ExtResource("40_cvg1r")
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_enemyGroupSpawns = [NodePath("../YSorted/EnemyGroupSpawns/Spawn1"), NodePath("../YSorted/EnemyGroupSpawns/Spawn2"), NodePath("../YSorted/EnemyGroupSpawns/Spawn3"), NodePath("../YSorted/EnemyGroupSpawns/Spawn4")]
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_roamingEnemyGroupPrefab = ExtResource("41_cvg1r")
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_itemOnGroundPrefab = ExtResource("41_x3yi1")
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_fightSceneSwitcher = NodePath("../FightSceneSwitcher")
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[editable path="YSorted/Vesna"]
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@@ -1,15 +1,16 @@
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Util;
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using Babushka.scripts.CSharp.Common.Inventory;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightRoomSceneSetup : Node
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{
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[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns;
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[Export] private PackedScene _roamingEnemyGroupPrefab;
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[Export] private FightSceneSwitcher _fightSceneSwitcher;
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[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns = null!;
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[Export] private PackedScene _roamingEnemyGroupPrefab = null!;
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[Export] private PackedScene _itemOnGroundPrefab = null!;
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[Export] private FightSceneSwitcher _fightSceneSwitcher = null!;
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public override void _Ready()
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@@ -19,11 +20,30 @@ public partial class FightRoomSceneSetup : Node
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foreach (var (parent, group) in _enemyGroupSpawns.Zip(room.enemyGroups))
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{
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if (group.AreAllDead())
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continue;
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{
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SpawnLoot(group, parent);
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}
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else
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{
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SpawnEnemies(group, parent);
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}
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}
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}
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private void SpawnEnemies(FightWorld.FighterGroup group, Node2D parent)
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{
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var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
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roamingEnemyGroup.Initialize(group, _fightSceneSwitcher);
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parent.AddChild(roamingEnemyGroup);
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}
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private void SpawnLoot(FightWorld.FighterGroup group, Node2D parent)
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{
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if (group.lootToDrop == null)
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return;
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var onGroundInstance = _itemOnGroundPrefab.Instantiate<ItemOnGround2D>();
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onGroundInstance.itemInstance = group.lootToDrop;
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parent.AddChild(onGroundInstance);
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}
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}
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using Babushka.scripts.CSharp.Common.Fight.Actions;
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using Babushka.scripts.CSharp.Common.Inventory;
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using Babushka.scripts.CSharp.Common.Util;
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using Godot;
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@@ -19,6 +20,7 @@ public partial class FightWorld : Node
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None,
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EndOfNight
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}
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public required Dictionary<int, Room> paths;
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public required List<FighterGroup> enemyGroups;
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public Special specialRoom = Special.None;
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@@ -27,6 +29,7 @@ public partial class FightWorld : Node
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public class FighterGroup
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{
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public required List<Fighter> fighters;
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public ItemInstance? lootToDrop = null;
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}
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public class FightHappeningData
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@@ -81,6 +84,9 @@ public partial class FightWorld : Node
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public FightHappeningData? fightHappeningData = null;
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public AllyFighters allyFighters = new();
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// settings
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[Export] private ItemResource? _itemToDropByEnemyGroup;
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public void ResetFightWorld()
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{
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Generate();
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@@ -89,10 +95,10 @@ public partial class FightWorld : Node
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public void Generate()
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{
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world = new Generator().GenerateWorld();
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world = new Generator(this).GenerateWorld();
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}
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private class Generator
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private class Generator(FightWorld fightWorld)
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{
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public World GenerateWorld()
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{
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@@ -162,6 +168,11 @@ public partial class FightWorld : Node
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fighters = []
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};
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if (fightWorld._itemToDropByEnemyGroup != null)
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{
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enemyGroup.lootToDrop = new ItemInstance { blueprint = fightWorld._itemToDropByEnemyGroup };
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}
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var enemyCount = GD.RandRange(2, 3);
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for (var i = 0; i < enemyCount; i++)
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