Bootstrap fight system
- Fight World data structure - Generating basic fight world - Opening correct fight room - Block paths in fight rooms - Transition between rooms
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using System.Diagnostics;
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class PathSetup : Node
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{
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[Export] private int pathId;
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[ExportCategory("Variants")] [Export] private CanvasItem closedVariant;
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[Export] private CanvasItem nextRoomVariant;
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public override void _Ready()
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{
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SetupPathVariant();
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}
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private void SetupPathVariant()
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{
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Debug.Assert(FightWorld.Instance.currentRoom != null);
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if (FightWorld.Instance.currentRoom.paths.TryGetValue(pathId, out var nextRoom))
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{
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ShowOnlyVariant(nextRoomVariant);
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}
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else
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{
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ShowOnlyVariant(closedVariant);
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}
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}
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private void ShowOnlyVariant(CanvasItem variantToShow)
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{
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HideVariant(closedVariant);
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HideVariant(nextRoomVariant);
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ShowVariant(variantToShow);
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}
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private void ShowVariant(CanvasItem variant)
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{
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variant.Visible = true;
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variant.ProcessMode = ProcessModeEnum.Always;
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}
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private void HideVariant(CanvasItem variant)
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{
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variant.Visible = false;
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variant.ProcessMode = ProcessModeEnum.Disabled;
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}
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}
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