Added minigame to attack action
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+1
-1
@@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="Babushka"
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run/main_scene="uid://c1dsbe7ryaije"
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run/main_scene="uid://bopv10dqm1knc"
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config/features=PackedStringArray("4.4", "C#", "Forward Plus")
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run/max_fps=120
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boot_splash/fullsize=false
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=11 format=3 uid="uid://cjshlwk8ajpnp"]
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[gd_scene load_steps=13 format=3 uid="uid://cjshlwk8ajpnp"]
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[ext_resource type="Script" uid="uid://cnhpnn8o0gybd" path="res://scripts/CSharp/Common/Fight/FightHappeningSceneSetup.cs" id="1_fiutj"]
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[ext_resource type="Script" uid="uid://c76mhhqyk4lgh" path="res://scripts/CSharp/Common/Fight/FightHappening.cs" id="1_gsk03"]
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@@ -8,7 +8,9 @@
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[ext_resource type="PackedScene" uid="uid://7jsxokx67gpq" path="res://prefabs/fight/fighterVisuals/vesna_fighter_visual.tscn" id="4_qo0gi"]
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[ext_resource type="PackedScene" uid="uid://0vm3jb1hnkkb" path="res://prefabs/fight/fighterVisuals/blob_fighter_visual.tscn" id="4_vp8s0"]
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[ext_resource type="Script" uid="uid://buiwuf7pjfq8" path="res://scripts/CSharp/Common/Fight/FightHappeningStateReaction.cs" id="4_ydj1i"]
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[ext_resource type="PackedScene" uid="uid://bydwj3pbvqrhb" path="res://prefabs/minigame/minigame.tscn" id="8_2b3cf"]
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[ext_resource type="Script" uid="uid://byf2ywov34g0x" path="res://scripts/CSharp/Common/Fight/UI/ActionSelectUiSetup.cs" id="8_bkwsr"]
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[ext_resource type="Script" uid="uid://bwm0nhvt1083k" path="res://scripts/CSharp/Common/Fight/FightMinigameHandler.cs" id="8_falfe"]
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[ext_resource type="Script" uid="uid://d2ugtb3dalrg3" path="res://scripts/CSharp/Common/Fight/FightHappeningStateDebugger.cs" id="8_tv7cl"]
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[node name="BabushkaSceneFightHappening" type="Node2D"]
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@@ -44,6 +46,14 @@ _positionDistanceFromCenter = PackedFloat32Array(300, 550, 800)
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[node name="EnvironmentVisuals" type="Node2D" parent="."]
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[node name="MinigameHandler" type="Node2D" parent="." node_paths=PackedStringArray("_minigameController")]
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script = ExtResource("8_falfe")
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_minigameController = NodePath("Minigame")
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[node name="Minigame" parent="MinigameHandler" instance=ExtResource("8_2b3cf")]
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process_mode = 4
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visible = false
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[node name="FightSceneSwitcher" parent="." instance=ExtResource("2_phrlx")]
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[node name="ActionSelect" type="CanvasLayer" parent="." node_paths=PackedStringArray("_attackActionButton", "_summonActionButton", "_talkActionButton", "_fleeActionButton")]
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@@ -191,6 +201,7 @@ text = "Hello world"
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[connection signal="SignalTransitionState" from="FightHappening" to="FightVisuals" method="FightHappeningStateChange"]
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[connection signal="SignalTransitionState" from="FightHappening" to="ActionSelect/StateReactionInputActionSelect" method="FightHappeningStateTransitioned"]
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[connection signal="SignalTransitionState" from="FightHappening" to="StateMachineDebugger" method="StateChange"]
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[connection signal="SignalTransitionToState" from="FightHappening" to="MinigameHandler" method="OnStateEnter"]
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[connection signal="OnStateEntered" from="ActionAnimationController/StateReactionActionAnimation" to="ActionAnimationController" method="StateEnter"]
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[connection signal="OnStateExited" from="ActionAnimationController/StateReactionActionAnimation" to="ActionAnimationController" method="StateExit"]
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[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton" to="ActionSelect" method="SelectAction" binds= [1]]
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@@ -0,0 +1,26 @@
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using System.Collections.Generic;
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namespace Babushka.scripts.CSharp.Common.Fight.ActionDetails;
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public class MinigameActionDetail : FighterAction.FighterActionDetail
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{
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// settings
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// result
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public List<int>? damageHits = null;
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public MinigameActionDetail()
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{
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}
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public override bool DetailComplete()
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{
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return damageHits != null;
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}
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public void ResetResult()
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{
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damageHits = null;
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}
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}
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@@ -1,4 +1,5 @@
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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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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@@ -15,6 +16,8 @@ public class AllyAttackAction : FighterAction
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selectAlly = false
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};
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public MinigameActionDetail minigameDetail = new();
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public override Variant<float, Func<bool>> GetAnimationEnd()
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{
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return 1;
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@@ -22,12 +25,12 @@ public class AllyAttackAction : FighterAction
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public override bool NextDetail()
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{
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return !targetSelect.DetailComplete();
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return !targetSelect.DetailComplete() || !minigameDetail.DetailComplete();
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}
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public override FighterActionDetail CurrentDetail()
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{
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return targetSelect;
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return targetSelect.DetailComplete() ? minigameDetail : targetSelect;
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}
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public override AllyActionButton BindToActionButton()
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@@ -38,11 +41,13 @@ public class AllyAttackAction : FighterAction
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public override void Reset()
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{
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targetSelect.ResetResult();
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minigameDetail.ResetResult();
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}
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public override void ExecuteAction()
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{
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targetSelect.GetTarget().AddHealth(-5);
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var totalDamage = minigameDetail.damageHits!.Sum(dh => dh);
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targetSelect.GetTarget().AddHealth(-totalDamage);
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}
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public override async Task AnimateAction(AllFightersVisual allFightersVisual)
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@@ -0,0 +1,43 @@
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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.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.Minigame;
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public partial class FightMinigameHandler : Node
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{
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#region Shortcuts
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private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
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#endregion
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[Export] private MinigameController _minigameController;
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public void OnStateEnter(FightHappening.FightState to)
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{
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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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_minigameController.Run(new MinigameController.Builder<int>()
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.AddRegion(4)
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.AddRegion(0).RegionWithProportion(1.5f)
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.AddRegion(8).RegionWithProportion(0.5f)
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.AddRegion(0).RegionWithProportion(1.5f)
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.AddRegion(3)
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.AddRegion(5)
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.WithHitCount(3)
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).ContinueWith(task =>
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{
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minigameDetail.damageHits = task.Result;
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//FightHappening.Instance.DetailFilled();
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// Apparently ContinueWith spawn a new Thread, but methods on a node only want to be called from the main thread
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FightHappening.Instance.CallDeferred("DetailFilled");
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});
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}
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}
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@@ -0,0 +1 @@
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uid://bwm0nhvt1083k
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