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10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 0d985e5bf6 | |||
| e86b3e81dd | |||
| 14a73daa75 | |||
| 1dd4a694d0 | |||
| 9b8933e698 | |||
| 9f4cda0e6d | |||
| 1c865730a3 | |||
| aad6c44567 | |||
| 8e9359d6f8 | |||
| 7696271727 |
+1
-1
@@ -34,7 +34,7 @@ Signal_Debugger="*res://addons/SignalVisualizer/Debugger/SignalDebugger.gd"
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FightWorldAutoload="*res://prefabs/fight/fight_world_autoload.tscn"
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SaveGameManager="*res://scripts/CSharp/Common/Savegame/SaveGameManager.cs"
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SettingsSaveController="*res://scripts/CSharp/Common/Savegame/SettingsSaveController.cs"
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DayAndNight="*res://prefabs/day and night/day_and_night.tscn"
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DayAndNight="*res://prefabs/day_and_night/day_and_night.tscn"
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[dialogic]
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@@ -54,6 +54,7 @@ _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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position = Vector2(23, -29)
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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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@@ -190,6 +191,7 @@ _label = NodePath("Label")
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_current = NodePath("Current")
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[node name="Label" type="Label" parent="StateMachineDebugger"]
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visible = false
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offset_left = -982.0
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offset_top = -497.0
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offset_right = -893.0
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@@ -197,6 +199,7 @@ offset_bottom = -474.0
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text = "Hello world"
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[node name="Current" type="Label" parent="StateMachineDebugger"]
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visible = false
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offset_left = 705.0
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offset_top = -495.0
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offset_right = 794.0
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@@ -19,7 +19,13 @@ public partial class VesnaAnimations : Node
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/// </summary>
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[Signal] public delegate void LookDirectionEventHandler(Vector2 direction);
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public override void _Ready()
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public override void _EnterTree()
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{
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// calling with a 1-frame delay to avoid race conditions.
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CallDeferred(nameof(SetupSubscriptions));
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}
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private void SetupSubscriptions()
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{
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InventoryManager.Instance.playerInventory.InventoryContentsChanged += HandleNewItemInInventory;
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}
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@@ -62,11 +62,6 @@ public partial class PlantBehaviour2D : Node2D
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}
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}
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public void IncrementDaysGrowing()
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{
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DayPlanted++;
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}
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public string PrefabPath => _prefabPath;
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/// <summary>
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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.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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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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{
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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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[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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{
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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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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 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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.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
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.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
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.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
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.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
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.AddRegion(region1).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region1.ToString()).RegionWithTheme(Normal)
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.AddRegion(region2).RegionWithProportion(R(1, 1.8)).RegionWithText(region2.ToString()).RegionWithTheme(Bad)
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.AddRegion(region3).RegionWithProportion(R(0.3, 1)).RegionWithText(region3.ToString()).RegionWithTheme(VeryGood)
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.AddRegion(region4).RegionWithProportion(R(1, 1.8)).RegionWithText(region4.ToString()).RegionWithTheme(Bad)
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.AddRegion(region5).RegionWithProportion(R(0.7, 1.3)).RegionWithText(region5.ToString()).RegionWithTheme(NormalAlt1)
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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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).ContinueWith(task =>
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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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});
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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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