Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 50b2c04cb4 |
@@ -59,7 +59,7 @@ public partial class AllFightersVisual : Node
|
||||
|
||||
if (from == FightHappening.FightState.ActionAnim)
|
||||
{
|
||||
_fighterVisuals.Values.ForEach(fv => fv.UpdateVisuals());
|
||||
_fighterVisuals.Values.ForEach(fv => fv.UpdateHealthBar());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -192,6 +192,8 @@ public partial class FightHappening : Node
|
||||
HappeningData.actionStaging = null;
|
||||
HappeningData.fightersEnterStaging = null;
|
||||
|
||||
RemoveDeadFighters();
|
||||
|
||||
if (!FightWorld.Instance.allyFighters.IsAlive())
|
||||
{
|
||||
ChangeState(FightState.EnemyWin);
|
||||
@@ -346,6 +348,17 @@ public partial class FightHappening : Node
|
||||
GD.Print("Vesna has been revived. This is for the current prototype only");
|
||||
}
|
||||
|
||||
private void RemoveDeadFighters()
|
||||
{
|
||||
foreach (var f in HappeningData.fighterTurn)
|
||||
{
|
||||
if (f.IsDead())
|
||||
{
|
||||
HappeningData.fighterTurn.Remove(f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion // Game Logic
|
||||
|
||||
#region Utility
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public class FighterTurn
|
||||
public class FighterTurn : IEnumerable<FightWorld.Fighter>
|
||||
{
|
||||
private class Node
|
||||
{
|
||||
@@ -13,7 +16,8 @@ public class FighterTurn
|
||||
|
||||
private Node? _currentNode;
|
||||
|
||||
public FightWorld.Fighter Current => _currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
|
||||
public FightWorld.Fighter Current =>
|
||||
_currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
|
||||
|
||||
public void Next()
|
||||
{
|
||||
@@ -94,4 +98,26 @@ public class FighterTurn
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public IEnumerator<FightWorld.Fighter> GetEnumerator()
|
||||
{
|
||||
if (_currentNode == null) return Enumerable.Empty<FightWorld.Fighter>().GetEnumerator();
|
||||
|
||||
var list = new List<FightWorld.Fighter>();
|
||||
var n = _currentNode;
|
||||
while (true)
|
||||
{
|
||||
list.Add(n.fighter);
|
||||
if (n.next == _currentNode)
|
||||
break;
|
||||
n = n.next;
|
||||
}
|
||||
|
||||
return list.GetEnumerator();
|
||||
}
|
||||
|
||||
IEnumerator IEnumerable.GetEnumerator()
|
||||
{
|
||||
return GetEnumerator();
|
||||
}
|
||||
}
|
||||
@@ -7,6 +7,7 @@ using Godot.Collections;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
|
||||
public partial class FighterVisual : Node2D
|
||||
{
|
||||
#region Shortcuts
|
||||
@@ -27,17 +28,21 @@ public partial class FighterVisual : Node2D
|
||||
public void Initialize(FightWorld.Fighter fighter)
|
||||
{
|
||||
_boundFighter = fighter;
|
||||
UpdateVisuals();
|
||||
UpdateMirrorState();
|
||||
UpdateHealthBar();
|
||||
}
|
||||
|
||||
public void UpdateVisuals()
|
||||
/// <summary>
|
||||
/// fighter visuals should always look to the right in the scene.
|
||||
/// This function flips the sprites horizontally, when the fighter is an enemy.
|
||||
/// </summary>
|
||||
private void UpdateMirrorState()
|
||||
{
|
||||
// fighter visuals should always look to the right in the scene.
|
||||
// This function flips the sprites horizontally, when the fighter is an enemy.
|
||||
_visualParent.Scale = new Vector2(
|
||||
_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1,
|
||||
_boundFighter.IsDead() ? .3f : 1);
|
||||
_visualParent.Scale = new Vector2(_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1, 1);
|
||||
}
|
||||
|
||||
public void UpdateHealthBar()
|
||||
{
|
||||
healthBarVisual.UpdateHealth(_boundFighter.GetHealth(), _boundFighter.maxHealth);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user