Fight rework premature merge #22
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@@ -1,17 +1,38 @@
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@@ -0,0 +1,8 @@
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[node name="FightSceneSwitcher" type="Node"]
|
||||
script = ExtResource("1_5dt1r")
|
||||
_fightRoomScenePath = "res://scenes/Babushka_scene_fight_world_room.tscn"
|
||||
_fightHappeningScene = "res://scenes/Babushka_scene_fight_happening.tscn"
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://n5cj71bxxjkk"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://dqe1i2qmpttwf" path="res://scripts/CSharp/Common/Fight/FightWorld.cs" id="1_tnyce"]
|
||||
|
||||
[node name="FightWorldAutoload" type="Node2D"]
|
||||
script = ExtResource("1_tnyce")
|
||||
@@ -0,0 +1,18 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://0vm3jb1hnkkb"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://7jsxokx67gpq" path="res://prefabs/fight/fighterVisuals/vesna_fighter_visual.tscn" id="1_80xdf"]
|
||||
[ext_resource type="Texture2D" uid="uid://ccrnmx6bd842k" path="res://art/characters/farm fäulnis blobs.png" id="2_ba6tr"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_ane0o"]
|
||||
atlas = ExtResource("2_ba6tr")
|
||||
region = Rect2(1133.19, 93.65, 460.526, 347.391)
|
||||
|
||||
[node name="BlobFighterVisual" instance=ExtResource("1_80xdf")]
|
||||
|
||||
[node name="Sprite2D" parent="Visuals" index="0"]
|
||||
position = Vector2(23, -96)
|
||||
scale = Vector2(0.547474, 0.547474)
|
||||
texture = SubResource("AtlasTexture_ane0o")
|
||||
|
||||
[node name="Sprite2D" parent="TargetSelection/HoverIndicator" index="0"]
|
||||
position = Vector2(1, -126)
|
||||
@@ -0,0 +1,72 @@
|
||||
[gd_scene load_steps=9 format=3 uid="uid://7jsxokx67gpq"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://by88f32fou7lh" path="res://scripts/CSharp/Common/Fight/FighterVisual.cs" id="1_hai27"]
|
||||
[ext_resource type="Texture2D" uid="uid://f7htcxiwvuup" path="res://art/animation/vesna/Side/S01-Idle/0001.png" id="2_6l7g5"]
|
||||
[ext_resource type="Script" uid="uid://boprnfciqgixf" path="res://scripts/CSharp/Common/Fight/UI/TargetSelectionClick.cs" id="3_wil2y"]
|
||||
[ext_resource type="Texture2D" uid="uid://qlfwuakhe57t" path="res://art/ui/UI/attack_select_wheel.png" id="4_8ldlc"]
|
||||
[ext_resource type="Script" uid="uid://b2dx06p6i7pu0" path="res://scripts/CSharp/Common/Fight/UI/FighterHealthBarVisual.cs" id="5_xv37w"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_wil2y"]
|
||||
atlas = ExtResource("2_6l7g5")
|
||||
region = Rect2(60.818, 51.0213, 660.226, 945.537)
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_6l7g5"]
|
||||
size = Vector2(250, 401)
|
||||
|
||||
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_6l7g5"]
|
||||
radius = 173.0
|
||||
height = 588.0
|
||||
|
||||
[node name="VesnaFighterVisual" type="Node2D" node_paths=PackedStringArray("_visualParent", "_targetSelectionParent", "healthBarVisual")]
|
||||
script = ExtResource("1_hai27")
|
||||
_visualParent = NodePath("Visuals")
|
||||
_targetSelectionParent = NodePath("TargetSelection")
|
||||
healthBarVisual = NodePath("HealthBar")
|
||||
|
||||
[node name="Visuals" type="Node2D" parent="."]
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="Visuals"]
|
||||
position = Vector2(-31, -199)
|
||||
scale = Vector2(0.451719, 0.451719)
|
||||
texture = SubResource("AtlasTexture_wil2y")
|
||||
|
||||
[node name="ChacacterSizeIndicator" type="CollisionShape2D" parent="Visuals"]
|
||||
editor_description = "This is a reference to the space, a normal sized humanoid character should occupy"
|
||||
visible = false
|
||||
position = Vector2(0, -200.5)
|
||||
shape = SubResource("RectangleShape2D_6l7g5")
|
||||
|
||||
[node name="TargetSelection" type="Node2D" parent="."]
|
||||
process_mode = 4
|
||||
visible = false
|
||||
|
||||
[node name="Click" type="Area2D" parent="TargetSelection"]
|
||||
script = ExtResource("3_wil2y")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="TargetSelection/Click"]
|
||||
position = Vector2(-3, -195)
|
||||
shape = SubResource("CapsuleShape2D_6l7g5")
|
||||
|
||||
[node name="HoverIndicator" type="Node2D" parent="TargetSelection"]
|
||||
visible = false
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="TargetSelection/HoverIndicator"]
|
||||
position = Vector2(-3, -227)
|
||||
scale = Vector2(1.65625, 1.65625)
|
||||
texture = ExtResource("4_8ldlc")
|
||||
|
||||
[node name="HealthBar" type="Node2D" parent="." node_paths=PackedStringArray("_tmpHealthLabel")]
|
||||
script = ExtResource("5_xv37w")
|
||||
_tmpHealthLabel = NodePath("tmpLabel")
|
||||
|
||||
[node name="tmpLabel" type="Label" parent="HealthBar"]
|
||||
offset_left = -110.0
|
||||
offset_top = -528.0
|
||||
offset_right = 111.0
|
||||
offset_bottom = -431.0
|
||||
theme_override_font_sizes/font_size = 71
|
||||
text = "xx / xx"
|
||||
|
||||
[connection signal="TargetSelected" from="TargetSelection/Click" to="." method="ClickedTarget"]
|
||||
[connection signal="mouse_entered" from="TargetSelection/Click" to="TargetSelection/HoverIndicator" method="show"]
|
||||
[connection signal="mouse_exited" from="TargetSelection/Click" to="TargetSelection/HoverIndicator" method="hide"]
|
||||
@@ -1,123 +0,0 @@
|
||||
[gd_scene load_steps=11 format=3 uid="uid://cpanatqdjjpa3"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://by88f32fou7lh" path="res://scripts/CSharp/Common/Fight/Fighter.cs" id="1_f3j2x"]
|
||||
[ext_resource type="Texture2D" uid="uid://om2axn1vfa5o" path="res://art/animation/Vesna2D/Vesna Anims Sequences/S01-Idle/0001.png" id="2_2ud32"]
|
||||
[ext_resource type="Texture2D" uid="uid://qlfwuakhe57t" path="res://art/ui/UI/attack_select_wheel.png" id="3_80knd"]
|
||||
[ext_resource type="AudioStream" uid="uid://ch4c1wh4ghxyo" path="res://audio/sfx/Battle/Vesna/SFX_Battle_Vesna_Defense_08.wav" id="5_4r2vf"]
|
||||
[ext_resource type="Texture2D" uid="uid://6h85o7fj7gmu" path="res://art/animation/Vesna3D/vesna-more-tools.png" id="5_l04qi"]
|
||||
[ext_resource type="Texture2D" uid="uid://crak7ton4lab0" path="res://art/ui/UI/EmptyFightButton.png" id="5_rjjub"]
|
||||
[ext_resource type="Texture2D" uid="uid://c3wht0nakaki1" path="res://art/ui/UI/icons/icon-fruit-tomatoe.png" id="6_l04qi"]
|
||||
[ext_resource type="AudioStream" uid="uid://ccionrfr6e3lb" path="res://audio/sfx/Battle/Vesna/SFX_Battle_Vesna_Attack_04.wav" id="6_u1ayv"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_0tqnl"]
|
||||
radius = 291.58
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_4r2vf"]
|
||||
radius = 173.44
|
||||
|
||||
[node name="VesnaFighter" type="Node2D" node_paths=PackedStringArray("_attackButtons", "_targetButtons", "_targetMarker", "_healthText", "_visualSprite")]
|
||||
script = ExtResource("1_f3j2x")
|
||||
name = "Vesna"
|
||||
maxHealth = 100
|
||||
attackStrength = 10
|
||||
_attackButtons = NodePath("FightButtons")
|
||||
_targetButtons = NodePath("TargetButtons")
|
||||
_targetMarker = NodePath("TargetButtons/TargetMarker")
|
||||
_healthText = NodePath("HealthShow")
|
||||
_visualSprite = NodePath("Sprite2D")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
texture = ExtResource("2_2ud32")
|
||||
offset = Vector2(43, -379)
|
||||
|
||||
[node name="TargetButtons" type="Node2D" parent="."]
|
||||
visible = false
|
||||
|
||||
[node name="TargetMarker" type="Sprite2D" parent="TargetButtons"]
|
||||
visible = false
|
||||
z_index = 200
|
||||
position = Vector2(8, -122)
|
||||
scale = Vector2(4.245, 4.245)
|
||||
texture = ExtResource("3_80knd")
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="TargetButtons"]
|
||||
position = Vector2(3, -76)
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="TargetButtons/Area2D"]
|
||||
shape = SubResource("CircleShape2D_0tqnl")
|
||||
|
||||
[node name="FightButtons" type="Node2D" parent="."]
|
||||
position = Vector2(3, -714)
|
||||
|
||||
[node name="CircleBackground" type="Sprite2D" parent="FightButtons"]
|
||||
z_index = 200
|
||||
scale = Vector2(4.245, 4.245)
|
||||
texture = ExtResource("3_80knd")
|
||||
|
||||
[node name="AttackButton" type="Node2D" parent="FightButtons"]
|
||||
position = Vector2(0, -536)
|
||||
|
||||
[node name="ButtonBackground" type="Sprite2D" parent="FightButtons/AttackButton"]
|
||||
z_index = 200
|
||||
scale = Vector2(2.48, 2.48)
|
||||
texture = ExtResource("5_rjjub")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="FightButtons/AttackButton/ButtonBackground"]
|
||||
position = Vector2(6.04839, -10.0806)
|
||||
rotation = -1.0088
|
||||
scale = Vector2(0.249373, 0.25079)
|
||||
texture = ExtResource("5_l04qi")
|
||||
region_enabled = true
|
||||
region_rect = Rect2(291.897, 15.8974, 272.82, 479.385)
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="FightButtons/AttackButton"]
|
||||
collision_layer = 16
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="FightButtons/AttackButton/Area2D"]
|
||||
shape = SubResource("CircleShape2D_4r2vf")
|
||||
|
||||
[node name="HealButton" type="Node2D" parent="FightButtons"]
|
||||
position = Vector2(427, -334)
|
||||
|
||||
[node name="ButtonBackground" type="Sprite2D" parent="FightButtons/HealButton"]
|
||||
z_index = 200
|
||||
scale = Vector2(2.48, 2.48)
|
||||
texture = ExtResource("5_rjjub")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="FightButtons/HealButton/ButtonBackground"]
|
||||
position = Vector2(4.83871, 0)
|
||||
scale = Vector2(0.279343, 0.279343)
|
||||
texture = ExtResource("6_l04qi")
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="FightButtons/HealButton"]
|
||||
collision_layer = 16
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="FightButtons/HealButton/Area2D"]
|
||||
shape = SubResource("CircleShape2D_4r2vf")
|
||||
|
||||
[node name="HealthShow" type="Label" parent="."]
|
||||
z_index = 200
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -197.0
|
||||
offset_top = -947.0
|
||||
offset_right = 207.0
|
||||
offset_bottom = -801.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_font_sizes/font_size = 106
|
||||
text = "100/100"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="HitAudio" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("5_4r2vf")
|
||||
|
||||
[node name="AttackAudio" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("6_u1ayv")
|
||||
|
||||
[connection signal="Attacking" from="." to="AttackAudio" method="play" binds= [0.0]]
|
||||
[connection signal="DamageTaken" from="." to="HitAudio" method="play" binds= [0.0]]
|
||||
[connection signal="input_event" from="FightButtons/AttackButton/Area2D" to="." method="AttackMouseEvent"]
|
||||
[connection signal="input_event" from="FightButtons/HealButton/Area2D" to="." method="HealMouseEvent"]
|
||||
@@ -0,0 +1,51 @@
|
||||
[gd_scene load_steps=9 format=3 uid="uid://qfdiudt3vpai"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://lequnojtar76" path="res://scripts/CSharp/Common/Fight/RoamingEnemyGroup.cs" id="1_t3mrx"]
|
||||
[ext_resource type="Texture2D" uid="uid://ccrnmx6bd842k" path="res://art/characters/farm fäulnis blobs.png" id="2_6ftwg"]
|
||||
[ext_resource type="Texture2D" uid="uid://bexymddkb6l0o" path="res://art/characters/Mavka/mavkha.png" id="3_xi5g8"]
|
||||
[ext_resource type="PackedScene" uid="uid://cqc72e4hq6bcd" path="res://prefabs/interactions/interaction_area_2d.tscn" id="4_xi5g8"]
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_c8fs8"]
|
||||
atlas = ExtResource("2_6ftwg")
|
||||
region = Rect2(1747.17, 156.157, 311.249, 280.596)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_kbgcx"]
|
||||
atlas = ExtResource("3_xi5g8")
|
||||
region = Rect2(774.378, 151.512, 1097.48, 1412.67)
|
||||
|
||||
[sub_resource type="AtlasTexture" id="AtlasTexture_6fvcb"]
|
||||
atlas = ExtResource("2_6ftwg")
|
||||
region = Rect2(1149.47, 92.492, 445.652, 353.692)
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_xi5g8"]
|
||||
resource_local_to_scene = true
|
||||
radius = 402.0112
|
||||
|
||||
[node name="RoamingEnemyGroup" type="Node2D"]
|
||||
script = ExtResource("1_t3mrx")
|
||||
|
||||
[node name="Visuals" type="Node2D" parent="."]
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="Visuals"]
|
||||
position = Vector2(99, -222)
|
||||
texture = SubResource("AtlasTexture_c8fs8")
|
||||
|
||||
[node name="Sprite2D3" type="Sprite2D" parent="Visuals"]
|
||||
position = Vector2(-108, -337)
|
||||
scale = Vector2(0.43, 0.43)
|
||||
texture = SubResource("AtlasTexture_kbgcx")
|
||||
|
||||
[node name="Sprite2D2" type="Sprite2D" parent="Visuals"]
|
||||
position = Vector2(-41, -109)
|
||||
texture = SubResource("AtlasTexture_6fvcb")
|
||||
|
||||
[node name="InteractionArea" parent="." node_paths=PackedStringArray("_spritesToOutline") instance=ExtResource("4_xi5g8")]
|
||||
_spritesToOutline = [NodePath("../Visuals/Sprite2D"), NodePath("../Visuals/Sprite2D3"), NodePath("../Visuals/Sprite2D2")]
|
||||
|
||||
[node name="CollisionShape3D" parent="InteractionArea/Area2D" index="0"]
|
||||
position = Vector2(-49, -174)
|
||||
shape = SubResource("CircleShape2D_xi5g8")
|
||||
|
||||
[connection signal="Interacted" from="InteractionArea" to="." method="StartFight"]
|
||||
|
||||
[editable path="InteractionArea"]
|
||||
@@ -1,7 +1,7 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://hk8ahyp6dgl6"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://c76mhhqyk4lgh" path="res://scripts/CSharp/Common/Fight/FightInstance.cs" id="1_ygesl"]
|
||||
[ext_resource type="Script" uid="uid://oe1uypehqvr7" path="res://scripts/CSharp/Common/Fight/FightStateManager.cs" id="2_b0ivm"]
|
||||
[ext_resource type="Script" uid="uid://c76mhhqyk4lgh" path="res://scripts/CSharp/Common/FightOld/FightInstance.cs" id="1_ygesl"]
|
||||
[ext_resource type="Script" uid="uid://oe1uypehqvr7" path="res://scripts/CSharp/Common/FightOld/FightStateManager.cs" id="2_b0ivm"]
|
||||
|
||||
[node name="FightBaseScene" type="Node2D" node_paths=PackedStringArray("_friendlyFightSpots", "_enemyFightSpots", "camPositionNode", "_fightStateManager", "_fightEndText")]
|
||||
script = ExtResource("1_ygesl")
|
||||
@@ -1,7 +1,7 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://cnjsepvaqdbyq"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://j5ge24rk25wm" path="res://scripts/CSharp/Common/Fight/FightManager.cs" id="1_8p7ev"]
|
||||
[ext_resource type="PackedScene" uid="uid://cpanatqdjjpa3" path="res://prefabs/fight/fighters/vesna_fighter.tscn" id="2_ak1vo"]
|
||||
[ext_resource type="Script" uid="uid://j5ge24rk25wm" path="res://scripts/CSharp/Common/FightOld/FightManager.cs" id="1_8p7ev"]
|
||||
[ext_resource type="PackedScene" uid="uid://cpanatqdjjpa3" path="res://prefabs/fightOld/fighters/vesna_fighter.tscn" id="2_ak1vo"]
|
||||
|
||||
[node name="FightManagerAutoload" type="Node"]
|
||||
script = ExtResource("1_8p7ev")
|
||||
@@ -1,7 +1,7 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://bp64p6y72j71w"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://ccrnmx6bd842k" path="res://art/characters/farm fäulnis blobs.png" id="1_vem8k"]
|
||||
[ext_resource type="Script" uid="uid://by88f32fou7lh" path="res://scripts/CSharp/Common/Fight/Fighter.cs" id="2_4w1ab"]
|
||||
[ext_resource type="Script" path="res://scripts/CSharp/Common/FightOld/Fighter.cs" id="2_4w1ab"]
|
||||
[ext_resource type="Texture2D" uid="uid://qlfwuakhe57t" path="res://art/ui/UI/attack_select_wheel.png" id="3_v4f83"]
|
||||
[ext_resource type="AudioStream" uid="uid://x7cc5woop5ec" path="res://audio/sfx/Battle/Enemies/SFX_Slime_Hit_V2_03.wav" id="5_v4f83"]
|
||||
[ext_resource type="Texture2D" uid="uid://bn56p0ytuo060" path="res://art/ui/UI/AttackButton.png" id="5_vbkts"]
|
||||
@@ -19,6 +19,7 @@ script = ExtResource("2_4w1ab")
|
||||
name = "Blob"
|
||||
maxHealth = 20
|
||||
attackStrength = 10
|
||||
maxActions = null
|
||||
_attackButtons = NodePath("FightButtons")
|
||||
_targetButtons = NodePath("TargetButtons")
|
||||
_targetMarker = NodePath("TargetButtons/TargetMarker")
|
||||
@@ -95,9 +96,6 @@ stream = ExtResource("6_vbkts")
|
||||
[node name="AttackAudio" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("6_oykh8")
|
||||
|
||||
[connection signal="Attacking" from="." to="AttackAudio" method="play" binds= [0.0]]
|
||||
[connection signal="DamageTaken" from="." to="HitAudio" method="play" binds= [0.0]]
|
||||
[connection signal="Dying" from="." to="DieAudio" method="play" binds= [0.0]]
|
||||
[connection signal="input_event" from="TargetButtons/Area2D" to="." method="TargetMouseEvent"]
|
||||
[connection signal="mouse_entered" from="TargetButtons/Area2D" to="." method="StartHoverTarget"]
|
||||
[connection signal="mouse_exited" from="TargetButtons/Area2D" to="." method="EndHoverTarget"]
|
||||
@@ -1,6 +1,6 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://cr66tpdr5rma5"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://by88f32fou7lh" path="res://scripts/CSharp/Common/Fight/Fighter.cs" id="1_t6th8"]
|
||||
[ext_resource type="Script" uid="uid://by88f32fou7lh" path="res://scripts/CSharp/Common/Fight/FighterVisual.cs" id="1_t6th8"]
|
||||
[ext_resource type="Texture2D" uid="uid://bexymddkb6l0o" path="res://art/characters/Mavka/mavkha.png" id="2_shg7p"]
|
||||
[ext_resource type="Texture2D" uid="uid://qlfwuakhe57t" path="res://art/ui/UI/attack_select_wheel.png" id="3_nkuei"]
|
||||
[ext_resource type="Texture2D" uid="uid://bn56p0ytuo060" path="res://art/ui/UI/AttackButton.png" id="4_u3hw3"]
|
||||
@@ -14,16 +14,8 @@ radius = 388.063
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_s74nc"]
|
||||
radius = 173.44
|
||||
|
||||
[node name="EnemyMavkhaFighter" type="Node2D" node_paths=PackedStringArray("_attackButtons", "_targetButtons", "_targetMarker", "_healthText", "_visualSprite")]
|
||||
[node name="EnemyMavkhaFighter" type="Node2D"]
|
||||
script = ExtResource("1_t6th8")
|
||||
name = "Mavkha"
|
||||
maxHealth = 40
|
||||
attackStrength = 10
|
||||
_attackButtons = NodePath("FightButtons")
|
||||
_targetButtons = NodePath("TargetButtons")
|
||||
_targetMarker = NodePath("TargetButtons/TargetMarker")
|
||||
_healthText = NodePath("HealthShow")
|
||||
_visualSprite = NodePath("Visual")
|
||||
|
||||
[node name="Visual" type="Node2D" parent="."]
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
[gd_scene load_steps=7 format=3 uid="uid://cpanatqdjjpa3"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/CSharp/Common/FightOld/Fighter.cs" id="1_f3j2x"]
|
||||
[ext_resource type="Texture2D" uid="uid://om2axn1vfa5o" path="res://art/animation/Vesna2D/Vesna Anims Sequences/S01-Idle/0001.png" id="2_2ud32"]
|
||||
[ext_resource type="Texture2D" uid="uid://qlfwuakhe57t" path="res://art/ui/UI/attack_select_wheel.png" id="3_80knd"]
|
||||
[ext_resource type="AudioStream" uid="uid://ch4c1wh4ghxyo" path="res://audio/sfx/Battle/Vesna/SFX_Battle_Vesna_Defense_08.wav" id="5_4r2vf"]
|
||||
[ext_resource type="AudioStream" uid="uid://ccionrfr6e3lb" path="res://audio/sfx/Battle/Vesna/SFX_Battle_Vesna_Attack_04.wav" id="6_u1ayv"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_0tqnl"]
|
||||
radius = 291.58
|
||||
|
||||
[node name="VesnaFighter" type="Node2D" node_paths=PackedStringArray("_attackButtons", "_targetButtons", "_targetMarker", "_healthText", "_visualSprite")]
|
||||
script = ExtResource("1_f3j2x")
|
||||
name = "Vesna"
|
||||
maxHealth = 100
|
||||
attackStrength = 10
|
||||
maxActions = null
|
||||
_attackButtons = NodePath("")
|
||||
_targetButtons = NodePath("TargetButtons")
|
||||
_targetMarker = NodePath("TargetButtons/TargetMarker")
|
||||
_healthText = NodePath("HealthShow")
|
||||
_visualSprite = NodePath("Sprite2D")
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
texture = ExtResource("2_2ud32")
|
||||
offset = Vector2(43, -379)
|
||||
|
||||
[node name="TargetButtons" type="Node2D" parent="."]
|
||||
visible = false
|
||||
|
||||
[node name="TargetMarker" type="Sprite2D" parent="TargetButtons"]
|
||||
visible = false
|
||||
z_index = 200
|
||||
position = Vector2(8, -122)
|
||||
scale = Vector2(4.245, 4.245)
|
||||
texture = ExtResource("3_80knd")
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="TargetButtons"]
|
||||
position = Vector2(3, -76)
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="TargetButtons/Area2D"]
|
||||
shape = SubResource("CircleShape2D_0tqnl")
|
||||
|
||||
[node name="HealthShow" type="Label" parent="."]
|
||||
z_index = 200
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -197.0
|
||||
offset_top = -947.0
|
||||
offset_right = 207.0
|
||||
offset_bottom = -801.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
theme_override_font_sizes/font_size = 106
|
||||
text = "100/100"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="HitAudio" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("5_4r2vf")
|
||||
|
||||
[node name="AttackAudio" type="AudioStreamPlayer" parent="."]
|
||||
stream = ExtResource("6_u1ayv")
|
||||
@@ -0,0 +1,38 @@
|
||||
[gd_scene load_steps=7 format=3 uid="uid://bydwj3pbvqrhb"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://ct7l4er2kljnc" path="res://scripts/CSharp/Common/Minigame/MinigameController.cs" id="1_17v35"]
|
||||
[ext_resource type="PackedScene" uid="uid://dhfda4o386byp" path="res://prefabs/minigame/region_visual.tscn" id="2_rrvb1"]
|
||||
[ext_resource type="Script" uid="uid://djkyrp24ljff0" path="res://scripts/CSharp/Common/Minigame/SpinnyArmVisual.cs" id="3_86pvs"]
|
||||
[ext_resource type="Texture2D" uid="uid://bgn2ci6nu85t5" path="res://addons/dialogic/Example Assets/next-indicator/next-indicator-dialogic-1.png" id="3_pe4tw"]
|
||||
[ext_resource type="Script" uid="uid://dq7gahfp0lk7v" path="res://scripts/CSharp/Common/Util/ClickDetect.cs" id="5_86pvs"]
|
||||
|
||||
[sub_resource type="CircleShape2D" id="CircleShape2D_pe4tw"]
|
||||
radius = 554.923
|
||||
|
||||
[node name="Minigame" type="Node2D" node_paths=PackedStringArray("_regionsParent")]
|
||||
script = ExtResource("1_17v35")
|
||||
_regionVisualPrefab = ExtResource("2_rrvb1")
|
||||
_regionsParent = NodePath("RegionsParent")
|
||||
_baseRegionColor = Color(0.176888, 0.482224, 0.338857, 1)
|
||||
|
||||
[node name="RegionsParent" type="Node2D" parent="."]
|
||||
|
||||
[node name="SpinnyArm" type="Node2D" parent="."]
|
||||
script = ExtResource("3_86pvs")
|
||||
|
||||
[node name="ArmVisual" type="Node2D" parent="SpinnyArm"]
|
||||
|
||||
[node name="Sprite" type="Sprite2D" parent="SpinnyArm/ArmVisual"]
|
||||
position = Vector2(0, -40)
|
||||
rotation = -3.14159
|
||||
scale = Vector2(1, 2.08)
|
||||
texture = ExtResource("3_pe4tw")
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="."]
|
||||
script = ExtResource("5_86pvs")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
|
||||
shape = SubResource("CircleShape2D_pe4tw")
|
||||
|
||||
[connection signal="ArmMoved" from="." to="SpinnyArm" method="SetAngle"]
|
||||
[connection signal="Click" from="Area2D" to="." method="Hit"]
|
||||
@@ -0,0 +1,52 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://dhfda4o386byp"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cdpsa4qrlai31" path="res://scripts/CSharp/Common/Minigame/RegionVisual.cs" id="1_4ymj8"]
|
||||
[ext_resource type="Shader" uid="uid://d0dayn7dc885j" path="res://shader/minigame_pie_section.gdshader" id="1_8p2xn"]
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_86pvs"]
|
||||
resource_local_to_scene = true
|
||||
shader = ExtResource("1_8p2xn")
|
||||
shader_parameter/textureSize = 400.0
|
||||
shader_parameter/fillColor = Color(0.285466, 0.685481, 0.880632, 1)
|
||||
shader_parameter/borderColor = Color(1, 1, 1, 1)
|
||||
shader_parameter/borderWidth = 0.025
|
||||
shader_parameter/angles = Vector2(0.01, 0.18)
|
||||
shader_parameter/smoothWidth = 0.0052
|
||||
|
||||
[sub_resource type="PlaceholderTexture2D" id="PlaceholderTexture2D_0navw"]
|
||||
size = Vector2(400, 400)
|
||||
|
||||
[node name="RegionVisual" type="Node2D" node_paths=PackedStringArray("_sliceSprite", "_textLabel", "_labelPivot")]
|
||||
script = ExtResource("1_4ymj8")
|
||||
_sliceSprite = NodePath("Sprite2D")
|
||||
_textLabel = NodePath("LabelPivot/Label")
|
||||
_labelPivot = NodePath("LabelPivot")
|
||||
_fillColors = Dictionary[int, Color]({
|
||||
0: Color(0.427493, 0.427493, 0.427493, 1),
|
||||
1: Color(0.675735, 0.105671, 0.0799616, 1),
|
||||
2: Color(0.645128, 0.346481, 0.215967, 1),
|
||||
3: Color(0.754619, 0.665655, 0.384568, 1),
|
||||
4: Color(0.365769, 0.400285, 0.598083, 1),
|
||||
5: Color(0.222174, 0.457454, 0.45483, 1),
|
||||
6: Color(0.316126, 0.448834, 0.312852, 1),
|
||||
7: Color(0.244391, 0.640687, 0.283315, 1)
|
||||
})
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
||||
material = SubResource("ShaderMaterial_86pvs")
|
||||
texture = SubResource("PlaceholderTexture2D_0navw")
|
||||
|
||||
[node name="LabelPivot" type="Node2D" parent="."]
|
||||
|
||||
[node name="Label" type="Label" parent="LabelPivot"]
|
||||
custom_minimum_size = Vector2(100, 40)
|
||||
offset_left = -50.0
|
||||
offset_top = -240.0
|
||||
offset_right = 50.0
|
||||
offset_bottom = -200.0
|
||||
pivot_offset = Vector2(50, 20)
|
||||
size_flags_horizontal = 0
|
||||
theme_override_font_sizes/font_size = 21
|
||||
text = "test"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
@@ -28,10 +28,10 @@ buses/default_bus_layout="uid://b6dwkmkyb0axk"
|
||||
SceneTransition="*res://scenes/SceneTransition.tscn"
|
||||
Dialogic="*res://addons/dialogic/Core/DialogicGameHandler.gd"
|
||||
InventoryManager="*res://scripts/CSharp/Common/Inventory/InventoryManager.cs"
|
||||
QuestManager="*res://prefabs/quests/quest_manager_autoload.tscn"
|
||||
FightManagerAutoload="*res://prefabs/fight/fight_manager_autoload.tscn"
|
||||
InputService="*res://scripts/CSharp/Common/Services/InputService.cs"
|
||||
QuestManager="*res://prefabs/quests/quest_manager_autoload.tscn"
|
||||
Signal_Debugger="*res://addons/SignalVisualizer/Debugger/SignalDebugger.gd"
|
||||
FightWorldAutoload="*res://prefabs/fight/fight_world_autoload.tscn"
|
||||
|
||||
[dialogic]
|
||||
|
||||
|
||||
@@ -5,5 +5,6 @@
|
||||
[node name="BabushkaSceneBootstrap" type="Node2D"]
|
||||
|
||||
[node name="BabushkaSceneStartMenu" parent="." instance=ExtResource("1_15ton")]
|
||||
_sceneNamesToLoad = PackedStringArray("res://scenes/Babushka_scene_fight_world_room.tscn")
|
||||
|
||||
[node name="SceneParent" type="Node" parent="."]
|
||||
|
||||
@@ -0,0 +1,220 @@
|
||||
[gd_scene load_steps=14 format=3 uid="uid://cjshlwk8ajpnp"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://cnhpnn8o0gybd" path="res://scripts/CSharp/Common/Fight/FightHappeningSceneSetup.cs" id="1_fiutj"]
|
||||
[ext_resource type="Script" uid="uid://c76mhhqyk4lgh" path="res://scripts/CSharp/Common/Fight/FightHappening.cs" id="1_gsk03"]
|
||||
[ext_resource type="Script" uid="uid://dtf4ejct4m682" path="res://scripts/CSharp/Common/Fight/ActionAnimationController.cs" id="2_7kjgs"]
|
||||
[ext_resource type="Script" uid="uid://dwsqst8fhhqlc" path="res://scripts/CSharp/Common/Fight/AllFightersVisual.cs" id="2_lu4y4"]
|
||||
[ext_resource type="PackedScene" uid="uid://bcld43daavmrn" path="res://prefabs/fight/fight_scene_switcher.tscn" id="2_phrlx"]
|
||||
[ext_resource type="PackedScene" uid="uid://7jsxokx67gpq" path="res://prefabs/fight/fighterVisuals/vesna_fighter_visual.tscn" id="4_qo0gi"]
|
||||
[ext_resource type="PackedScene" uid="uid://0vm3jb1hnkkb" path="res://prefabs/fight/fighterVisuals/blob_fighter_visual.tscn" id="4_vp8s0"]
|
||||
[ext_resource type="Script" uid="uid://buiwuf7pjfq8" path="res://scripts/CSharp/Common/Fight/FightHappeningStateReaction.cs" id="4_ydj1i"]
|
||||
[ext_resource type="PackedScene" uid="uid://bydwj3pbvqrhb" path="res://prefabs/minigame/minigame.tscn" id="8_2b3cf"]
|
||||
[ext_resource type="Script" uid="uid://byf2ywov34g0x" path="res://scripts/CSharp/Common/Fight/UI/ActionSelectUiSetup.cs" id="8_bkwsr"]
|
||||
[ext_resource type="Script" uid="uid://bwm0nhvt1083k" path="res://scripts/CSharp/Common/Fight/FightMinigameHandler.cs" id="8_falfe"]
|
||||
[ext_resource type="Script" uid="uid://d2ugtb3dalrg3" path="res://scripts/CSharp/Common/Fight/FightHappeningStateDebugger.cs" id="8_tv7cl"]
|
||||
[ext_resource type="Script" uid="uid://2f7rqk50gtdg" path="res://scripts/CSharp/Common/Fight/SwitchSceneOnFightEnd.cs" id="10_qqd8u"]
|
||||
|
||||
[node name="BabushkaSceneFightHappening" type="Node2D"]
|
||||
|
||||
[node name="FightHappening" type="Node" parent="."]
|
||||
script = ExtResource("1_gsk03")
|
||||
|
||||
[node name="ActionAnimationController" type="Node" parent="." node_paths=PackedStringArray("_allFightersVisual")]
|
||||
script = ExtResource("2_7kjgs")
|
||||
_allFightersVisual = NodePath("../FightVisuals")
|
||||
|
||||
[node name="StateReactionActionAnimation" type="Node" parent="ActionAnimationController"]
|
||||
script = ExtResource("4_ydj1i")
|
||||
_fightState = 10
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
|
||||
[node name="FightSetup" type="Node2D" parent="."]
|
||||
script = ExtResource("1_fiutj")
|
||||
|
||||
[node name="FightVisuals" type="Node2D" parent="." node_paths=PackedStringArray("_allyFighters", "_enemyFighters")]
|
||||
position = Vector2(0, 259)
|
||||
script = ExtResource("2_lu4y4")
|
||||
_allyFighters = NodePath("AllyFighters")
|
||||
_enemyFighters = NodePath("EnemyFighters")
|
||||
_blobFighterVisual = ExtResource("4_vp8s0")
|
||||
_vesnaFighterVisual = ExtResource("4_qo0gi")
|
||||
_positionDistanceFromCenter = PackedFloat32Array(300, 550, 800)
|
||||
|
||||
[node name="AllyFighters" type="Node2D" parent="FightVisuals"]
|
||||
|
||||
[node name="EnemyFighters" type="Node2D" parent="FightVisuals"]
|
||||
|
||||
[node name="EnvironmentVisuals" type="Node2D" parent="."]
|
||||
|
||||
[node name="MinigameHandler" type="Node2D" parent="." node_paths=PackedStringArray("_minigameController")]
|
||||
script = ExtResource("8_falfe")
|
||||
_minigameController = NodePath("Minigame")
|
||||
|
||||
[node name="Minigame" parent="MinigameHandler" instance=ExtResource("8_2b3cf")]
|
||||
process_mode = 4
|
||||
visible = false
|
||||
|
||||
[node name="SwitchSceneOnFightEnd" type="Node" parent="." node_paths=PackedStringArray("_fightSceneSwitcher")]
|
||||
script = ExtResource("10_qqd8u")
|
||||
_fightSceneSwitcher = NodePath("FightSceneSwitcher")
|
||||
|
||||
[node name="FightSceneSwitcher" parent="SwitchSceneOnFightEnd" node_paths=PackedStringArray("_sceneRoot") instance=ExtResource("2_phrlx")]
|
||||
_sceneRoot = NodePath("../..")
|
||||
|
||||
[node name="ActionSelect" type="CanvasLayer" parent="." node_paths=PackedStringArray("_attackActionButton", "_summonActionButton", "_talkActionButton", "_fleeActionButton")]
|
||||
visible = false
|
||||
script = ExtResource("8_bkwsr")
|
||||
_attackActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton")
|
||||
_summonActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer2/Summon Button")
|
||||
_talkActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer3/Talk Button")
|
||||
_fleeActionButton = NodePath("BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer4/Flee Button")
|
||||
|
||||
[node name="BottomPanel" type="Control" parent="ActionSelect"]
|
||||
custom_minimum_size = Vector2(0, 200)
|
||||
layout_mode = 3
|
||||
anchors_preset = 12
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 0
|
||||
size_flags_vertical = 8
|
||||
|
||||
[node name="background" type="ColorRect" parent="ActionSelect/BottomPanel"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
color = Color(1, 1, 1, 0.27451)
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="ActionSelect/BottomPanel"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
theme_override_constants/margin_left = 200
|
||||
theme_override_constants/margin_right = 200
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer"]
|
||||
layout_mode = 2
|
||||
alignment = 1
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_constants/margin_left = 10
|
||||
theme_override_constants/margin_top = 10
|
||||
theme_override_constants/margin_right = 10
|
||||
theme_override_constants/margin_bottom = 10
|
||||
|
||||
[node name="AttackButton" type="Button" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 41
|
||||
text = "Attack"
|
||||
|
||||
[node name="MarginContainer2" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_constants/margin_left = 10
|
||||
theme_override_constants/margin_top = 10
|
||||
theme_override_constants/margin_right = 10
|
||||
theme_override_constants/margin_bottom = 10
|
||||
|
||||
[node name="Summon Button" type="Button" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer2"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 41
|
||||
text = "Summon"
|
||||
|
||||
[node name="MarginContainer3" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_constants/margin_left = 10
|
||||
theme_override_constants/margin_top = 10
|
||||
theme_override_constants/margin_right = 10
|
||||
theme_override_constants/margin_bottom = 10
|
||||
|
||||
[node name="Talk Button" type="Button" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer3"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 41
|
||||
text = "Talk"
|
||||
|
||||
[node name="MarginContainer4" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_horizontal = 3
|
||||
theme_override_constants/margin_left = 10
|
||||
theme_override_constants/margin_top = 10
|
||||
theme_override_constants/margin_right = 10
|
||||
theme_override_constants/margin_bottom = 10
|
||||
|
||||
[node name="Flee Button" type="Button" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer4"]
|
||||
layout_mode = 2
|
||||
theme_override_font_sizes/font_size = 41
|
||||
text = "Flee"
|
||||
|
||||
[node name="MarginContainer2" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 3
|
||||
theme_override_constants/margin_left = 200
|
||||
theme_override_constants/margin_right = 200
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer2"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 10
|
||||
theme_override_constants/margin_top = 10
|
||||
theme_override_constants/margin_right = 10
|
||||
theme_override_constants/margin_bottom = 10
|
||||
|
||||
[node name="Label" type="Label" parent="ActionSelect/BottomPanel/VBoxContainer/MarginContainer2/MarginContainer"]
|
||||
layout_mode = 2
|
||||
size_flags_vertical = 1
|
||||
theme_override_colors/font_color = Color(0, 0, 0, 1)
|
||||
theme_override_font_sizes/font_size = 41
|
||||
text = "This text explains the currently hovered button"
|
||||
|
||||
[node name="StateReactionInputActionSelect" type="Node" parent="ActionSelect"]
|
||||
script = ExtResource("4_ydj1i")
|
||||
_fightState = 6
|
||||
|
||||
[node name="StateMachineDebugger" type="Node" parent="." node_paths=PackedStringArray("_label", "_current")]
|
||||
script = ExtResource("8_tv7cl")
|
||||
_label = NodePath("Label")
|
||||
_current = NodePath("Current")
|
||||
|
||||
[node name="Label" type="Label" parent="StateMachineDebugger"]
|
||||
offset_left = -982.0
|
||||
offset_top = -497.0
|
||||
offset_right = -893.0
|
||||
offset_bottom = -474.0
|
||||
text = "Hello world"
|
||||
|
||||
[node name="Current" type="Label" parent="StateMachineDebugger"]
|
||||
offset_left = 705.0
|
||||
offset_top = -495.0
|
||||
offset_right = 794.0
|
||||
offset_bottom = -472.0
|
||||
text = "Hello world"
|
||||
|
||||
[connection signal="SignalTransitionState" from="FightHappening" to="ActionAnimationController/StateReactionActionAnimation" method="FightHappeningStateTransitioned"]
|
||||
[connection signal="SignalTransitionState" from="FightHappening" to="FightVisuals" method="FightHappeningStateChange"]
|
||||
[connection signal="SignalTransitionState" from="FightHappening" to="ActionSelect/StateReactionInputActionSelect" method="FightHappeningStateTransitioned"]
|
||||
[connection signal="SignalTransitionState" from="FightHappening" to="StateMachineDebugger" method="StateChange"]
|
||||
[connection signal="SignalTransitionToState" from="FightHappening" to="MinigameHandler" method="OnStateEnter"]
|
||||
[connection signal="SignalTransitionToState" from="FightHappening" to="SwitchSceneOnFightEnd" method="OnFightStateEnter"]
|
||||
[connection signal="OnStateEntered" from="ActionAnimationController/StateReactionActionAnimation" to="ActionAnimationController" method="StateEnter"]
|
||||
[connection signal="OnStateExited" from="ActionAnimationController/StateReactionActionAnimation" to="ActionAnimationController" method="StateExit"]
|
||||
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton" to="ActionSelect" method="SelectAction" binds= [1]]
|
||||
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer2/Summon Button" to="ActionSelect" method="SelectAction" binds= [2]]
|
||||
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer3/Talk Button" to="ActionSelect" method="SelectAction" binds= [3]]
|
||||
[connection signal="pressed" from="ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer4/Flee Button" to="ActionSelect" method="SelectAction" binds= [4]]
|
||||
[connection signal="OnStateEntered" from="ActionSelect/StateReactionInputActionSelect" to="ActionSelect" method="show"]
|
||||
[connection signal="OnStateEntered" from="ActionSelect/StateReactionInputActionSelect" to="ActionSelect" method="StateEntered"]
|
||||
[connection signal="OnStateExited" from="ActionSelect/StateReactionInputActionSelect" to="ActionSelect" method="hide"]
|
||||
@@ -24,12 +24,12 @@
|
||||
[ext_resource type="Texture2D" uid="uid://bmjjfd5ngptxe" path="res://art/nature/baum märz 2025/backtreebois team kennedy.png" id="23_uhyft"]
|
||||
[ext_resource type="Texture2D" uid="uid://bcw6oeovkmiup" path="res://art/nature/baum märz 2025/sonnenblumeseamless.png" id="24_3fmyy"]
|
||||
[ext_resource type="Shader" uid="uid://xnky830dtfsn" path="res://shader/repeat_texture.gdshader" id="25_sgom5"]
|
||||
[ext_resource type="Script" uid="uid://di0xxwfw43m0i" path="res://scripts/CSharp/Common/Fight/FightStarter.cs" id="26_gg38r"]
|
||||
[ext_resource type="PackedScene" uid="uid://hk8ahyp6dgl6" path="res://prefabs/fight/fight_base_scene.tscn" id="27_55b52"]
|
||||
[ext_resource type="PackedScene" uid="uid://bp64p6y72j71w" path="res://prefabs/fight/fighters/enemy_blob_fighter.tscn" id="27_hfhye"]
|
||||
[ext_resource type="Script" uid="uid://di0xxwfw43m0i" path="res://scripts/CSharp/Common/FightOld/FightStarter.cs" id="26_gg38r"]
|
||||
[ext_resource type="PackedScene" uid="uid://hk8ahyp6dgl6" path="res://prefabs/fightOld/fight_base_scene.tscn" id="27_55b52"]
|
||||
[ext_resource type="PackedScene" uid="uid://bp64p6y72j71w" path="res://prefabs/fightOld/fighters/enemy_blob_fighter.tscn" id="27_hfhye"]
|
||||
[ext_resource type="PackedScene" uid="uid://c25udixd5m6l0" path="res://prefabs/characters/Player2D.tscn" id="29_3jjxs"]
|
||||
[ext_resource type="PackedScene" uid="uid://ddpl8cbck7e6s" path="res://prefabs/characters/Chugar.tscn" id="29_26tkn"]
|
||||
[ext_resource type="PackedScene" uid="uid://cr66tpdr5rma5" path="res://prefabs/fight/fighters/enemy_mavkha_fighter.tscn" id="29_hfhye"]
|
||||
[ext_resource type="PackedScene" uid="uid://cr66tpdr5rma5" path="res://prefabs/fightOld/fighters/enemy_mavkha_fighter.tscn" id="29_hfhye"]
|
||||
[ext_resource type="Resource" uid="uid://dlcmqfjvgphqu" path="res://resources/items/rake.tres" id="30_l10vl"]
|
||||
[ext_resource type="Resource" uid="uid://cndd64batns31" path="res://resources/items/wateringcan.tres" id="31_c2gvt"]
|
||||
[ext_resource type="Texture2D" uid="uid://dyueumlr5ltvr" path="res://art/nature/baum märz 2025/megaeichel megaast.png" id="37_gg38r"]
|
||||
|
||||
@@ -105,6 +105,7 @@ _data = {
|
||||
}
|
||||
|
||||
[node name="SceneTransition" type="CanvasLayer" node_paths=PackedStringArray("animationPlayer")]
|
||||
layer = 100
|
||||
script = ExtResource("1_e0bkc")
|
||||
animationPlayer = NodePath("SceneFadeAnimation")
|
||||
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://c1dsbe7ryaije"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://iv0dbf32bfw1" path="res://scripts/CSharp/Common/TestScripts/MinigameTestStarter.cs" id="1_fwf73"]
|
||||
[ext_resource type="PackedScene" uid="uid://bydwj3pbvqrhb" path="res://prefabs/minigame/minigame.tscn" id="1_wh3re"]
|
||||
|
||||
[node name="BabushkaSceneMinigameTest" type="Node2D" node_paths=PackedStringArray("_minigameController")]
|
||||
script = ExtResource("1_fwf73")
|
||||
_minigameController = NodePath("Minigame")
|
||||
|
||||
[node name="Minigame" parent="." instance=ExtResource("1_wh3re")]
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
@@ -18,10 +18,13 @@ public partial class CameraController : Camera2D
|
||||
|
||||
[Export] private Node2D _followNode;
|
||||
|
||||
public FightInstance? fightToShow;
|
||||
public FightHappening? fightToShow;
|
||||
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
this.GlobalPosition = fightToShow?.camPositionNode.GlobalPosition ?? _followNode.GlobalPosition;
|
||||
this.GlobalPosition = /*fightToShow?.camPositionNode.GlobalPosition ??*/ _followNode.GlobalPosition;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Babushka.scripts.CSharp.Common.Services;
|
||||
using Godot;
|
||||
|
||||
@@ -11,19 +12,21 @@ public partial class InteractionArea2D : Node2D
|
||||
[Export] private bool _active = true;
|
||||
[Export] private bool _useOutline = true;
|
||||
[Export] private ShaderMaterial _outlineMaterial;
|
||||
[Export] private bool _useSprite = true;
|
||||
[Export] private CanvasItem _spriteToOutline;
|
||||
[Export] private CanvasItem? _spriteToOutline; // keep to not break old usages. TODO: remove later
|
||||
[Export] private CanvasItem[] _spritesToOutline;
|
||||
|
Jonathan marked this conversation as resolved
Outdated
|
||||
[Export] private bool _showLabel = true;
|
||||
[Export] private int _id = -1; // TODO: remove
|
||||
|
||||
private Material _backupMaterial;
|
||||
private Material[] _backupMaterials;
|
||||
|
||||
[Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove
|
||||
|
||||
[Signal] public delegate void InteractedEventHandler();
|
||||
|
||||
public bool IsActive
|
||||
{
|
||||
get => _active;
|
||||
set => _active = value;
|
||||
set => _active = value;
|
||||
}
|
||||
|
||||
public void SetActiveInverse(bool active)
|
||||
@@ -33,13 +36,20 @@ public partial class InteractionArea2D : Node2D
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (_useSprite && _useOutline)
|
||||
if (_useOutline)
|
||||
{
|
||||
try
|
||||
{
|
||||
_backupMaterial = _spriteToOutline.Material;
|
||||
// support old implementations of the script. If the sprite to outline is set, add it to the array
|
||||
if (_spriteToOutline != null)
|
||||
{
|
||||
Array.Resize(ref _spritesToOutline, _spritesToOutline.Length + 1);
|
||||
_spritesToOutline[^1] = _spriteToOutline;
|
||||
}
|
||||
|
||||
_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
|
||||
}
|
||||
catch(Exception exception)
|
||||
catch (Exception exception)
|
||||
{
|
||||
GD.PrintErr($"No sprite to outline found on: {GetParent().Name}" + exception.Message);
|
||||
}
|
||||
@@ -52,13 +62,16 @@ public partial class InteractionArea2D : Node2D
|
||||
if (!_active || !InputService.Instance.InputEnabled)
|
||||
return;
|
||||
|
||||
if(_showLabel)
|
||||
if (_showLabel)
|
||||
_label.Show();
|
||||
|
||||
if (!_useSprite || !_useOutline)
|
||||
if (!_useOutline)
|
||||
return;
|
||||
|
||||
_spriteToOutline.Material = _outlineMaterial;
|
||||
foreach (var sprite in _spritesToOutline)
|
||||
{
|
||||
sprite.Material = _outlineMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPlayerExited(Node2D player)
|
||||
@@ -68,15 +81,19 @@ public partial class InteractionArea2D : Node2D
|
||||
|
||||
_label.Hide();
|
||||
|
||||
if (!_useSprite || !_useOutline)
|
||||
if (!_useOutline)
|
||||
return;
|
||||
|
||||
_spriteToOutline.Material = _backupMaterial;
|
||||
for (var i = 0; i < _spritesToOutline.Length; i++)
|
||||
{
|
||||
var sprite = _spritesToOutline[i];
|
||||
sprite.Material = _backupMaterials[i];
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
if (!_active || !InputService.Instance.InputEnabled)
|
||||
if (!_active || !InputService.Instance.InputEnabled)
|
||||
return;
|
||||
|
||||
if (@event.IsAction("interact") && @event.IsPressed())
|
||||
@@ -96,8 +113,14 @@ public partial class InteractionArea2D : Node2D
|
||||
{
|
||||
_label.Hide();
|
||||
|
||||
if (_useSprite && _useOutline)
|
||||
_spriteToOutline.Material = _backupMaterial;
|
||||
if (_useOutline)
|
||||
{
|
||||
for (var i = 0; i < _spritesToOutline.Length; i++)
|
||||
{
|
||||
var sprite = _spritesToOutline[i];
|
||||
sprite.Material = _backupMaterials[i];
|
||||
}
|
||||
}
|
||||
|
||||
EmitSignal(SignalName.InteractedTool, _id);
|
||||
EmitSignal(SignalName.Interacted);
|
||||
@@ -107,7 +130,7 @@ public partial class InteractionArea2D : Node2D
|
||||
public void SetSpriteActiveState(bool success, int id) // TODO: remove
|
||||
{
|
||||
GD.PrintErr("SetSpriteActiveState is being called.");
|
||||
if(!_active)
|
||||
if (!_active)
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class ActionAnimationController : Node
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
|
||||
#endregion
|
||||
|
||||
[Export] private AllFightersVisual _allFightersVisual = null!;
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Nur aus Neugier, weil ich das noch nie gesehen hab: Was macht diese "null!" Zuweisung hier? Nur aus Neugier, weil ich das noch nie gesehen hab: Was macht diese "null!" Zuweisung hier?
|
||||
|
||||
|
||||
public void StateEnter()
|
||||
{
|
||||
_ = HappeningData.actionStaging!.AnimateAction(_allFightersVisual);
|
||||
}
|
||||
|
||||
public void StateExit()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dtf4ejct4m682
|
||||
@@ -0,0 +1,26 @@
|
||||
using System.Collections.Generic;
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Ich weiß nicht, was es mit diesem Unicode-Character hier auf sich hat, aber ich gehe einfach mal davon aus, dass er uns keine Ärger machen wird 👀 Ich weiß nicht, was es mit diesem Unicode-Character hier auf sich hat, aber ich gehe einfach mal davon aus, dass er uns keine Ärger machen wird 👀
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight.ActionDetails;
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Vielleicht macht es Sinn, das Fightsystem in einen eigenen Namespace-Bereich auszulagern und nicht einfach mit unter "Common" abzulegen? Vielleicht macht es Sinn, das Fightsystem in einen eigenen Namespace-Bereich auszulagern und nicht einfach mit unter "Common" abzulegen?
|
||||
|
||||
public class MinigameActionDetail : FighterAction.FighterActionDetail
|
||||
{
|
||||
// settings
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
brauchen wir den Kommentar noch? brauchen wir den Kommentar noch?
|
||||
|
||||
|
||||
// result
|
||||
public List<int>? damageHits = null;
|
||||
|
||||
public MinigameActionDetail()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool DetailComplete()
|
||||
{
|
||||
return damageHits != null;
|
||||
}
|
||||
|
||||
public void ResetResult()
|
||||
{
|
||||
damageHits = null;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dtn4la0ycl5wx
|
||||
@@ -0,0 +1,39 @@
|
||||
using System;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight.ActionDetails;
|
||||
|
||||
public class TargetSelectActionDetail : FighterAction.FighterActionDetail
|
||||
{
|
||||
public enum VisualRange
|
||||
{
|
||||
Single
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Ein Enum mit nur einem Eintrag? Was soll da voraussichtlich noch kommen? Vielleicht
Ein Enum mit nur einem Eintrag? Was soll da voraussichtlich noch kommen? Vielleicht
- Single und Multiple oder vielleicht
- Single, Double, Triple usw.?
|
||||
}
|
||||
|
||||
// settings
|
||||
public required bool selectEnemy;
|
||||
public required bool selectAlly;
|
||||
public VisualRange visualRange = VisualRange.Single;
|
||||
|
||||
// result
|
||||
private FightWorld.Fighter? target;
|
||||
|
||||
public override bool DetailComplete()
|
||||
{
|
||||
return target != null;
|
||||
}
|
||||
|
||||
public void ResetResult()
|
||||
{
|
||||
target = null;
|
||||
}
|
||||
|
||||
public void SetTarget(FightWorld.Fighter fighter)
|
||||
{
|
||||
target = fighter;
|
||||
}
|
||||
|
||||
public FightWorld.Fighter GetTarget()
|
||||
{
|
||||
return target ?? throw new InvalidOperationException("No target selected");
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Muss das immer ne Exception werfen? Also kann es keinen Fall geben, wo es keine Selection gibt? ISt es dann für die Praxis nicht vielleicht nicer, wenn man nen Default definiert? Oder passiert das auf den höheren Detailebenen? Muss das immer ne Exception werfen? Also kann es keinen Fall geben, wo es keine Selection gibt? ISt es dann für die Praxis nicht vielleicht nicer, wenn man nen Default definiert? Oder passiert das auf den höheren Detailebenen?
Jonathan
commented
GetTarget sollte nur im ActionExecute und ActionAnimate state aufgerufen werden. Die states werden nur erreicht, nach dem alle action details completed sind. Das heißt es muss ein target gesetzt worden sein. GetTarget sollte nur im ActionExecute und ActionAnimate state aufgerufen werden. Die states werden nur erreicht, nach dem alle action details completed sind. Das heißt es muss ein target gesetzt worden sein.
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://e8c8ym0fyprn
|
||||
@@ -0,0 +1,65 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight.Actions;
|
||||
|
||||
public class AllyAttackAction : FighterAction
|
||||
{
|
||||
// details
|
||||
public TargetSelectActionDetail targetSelect = new()
|
||||
{
|
||||
selectEnemy = true,
|
||||
selectAlly = false
|
||||
};
|
||||
|
||||
public MinigameActionDetail minigameDetail = new();
|
||||
|
||||
public override Variant<float, Func<bool>> GetAnimationEnd()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
public override bool NextDetail()
|
||||
{
|
||||
return !targetSelect.DetailComplete() || !minigameDetail.DetailComplete();
|
||||
}
|
||||
|
||||
public override FighterActionDetail CurrentDetail()
|
||||
{
|
||||
return targetSelect.DetailComplete() ? minigameDetail : targetSelect;
|
||||
}
|
||||
|
||||
public override AllyActionButton BindToActionButton()
|
||||
{
|
||||
return AllyActionButton.Attack;
|
||||
}
|
||||
|
||||
public override void Reset()
|
||||
{
|
||||
targetSelect.ResetResult();
|
||||
minigameDetail.ResetResult();
|
||||
}
|
||||
|
||||
public override void ExecuteAction()
|
||||
{
|
||||
var totalDamage = minigameDetail.damageHits!.Sum(dh => dh);
|
||||
targetSelect.GetTarget().AddHealth(-totalDamage);
|
||||
}
|
||||
|
||||
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
|
||||
{
|
||||
var currentFighter = HappeningData.fighterTurn.Current;
|
||||
var targetFighter = targetSelect.GetTarget();
|
||||
|
||||
var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);
|
||||
var targetFighterVisual = allFightersVisual.GetVisualForFighter(targetFighter);
|
||||
|
||||
await currentFighterVisual.AnimatePosToTarget(targetFighterVisual);
|
||||
_ = targetFighterVisual.AnimateHit();
|
||||
await currentFighterVisual.AnimatePosToBase();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://c8c4t80bqsja5
|
||||
@@ -0,0 +1,36 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight.Actions;
|
||||
|
||||
public class BlobAttackAction : FighterAction
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Verstehe ich das richtig, dass wir für jeden Gegner(typ) ne neue Klasse anlegen müssen? Falls ja: Wäre es vielleicht auch möglich, das über Config-Ressourcen ganz oder teilwese konfigurierbar zu machen? Verstehe ich das richtig, dass wir für jeden Gegner(typ) ne neue Klasse anlegen müssen? Falls ja: Wäre es vielleicht auch möglich, das über Config-Ressourcen ganz oder teilwese konfigurierbar zu machen?
Jonathan
commented
Es braucht nicht jeder gegner type eine klasse, sondern jede action. Es können auch mehrere gegner typen die gleiche action haben. Das irgendwie cool konfigurierbar zu machen fänd ich auch sinnvoll, aber erst später und nicht für den prototypen Es braucht nicht jeder gegner type eine klasse, sondern jede action. Es können auch mehrere gegner typen die gleiche action haben.
Das irgendwie cool konfigurierbar zu machen fänd ich auch sinnvoll, aber erst später und nicht für den prototypen
|
||||
{
|
||||
public override Variant<float, Func<bool>> GetAnimationEnd()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
public override bool NextDetail()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void ExecuteAction()
|
||||
{
|
||||
FightWorld.Instance.allyFighters.vesnaFighter.AddHealth(-3);
|
||||
}
|
||||
|
||||
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
|
||||
{
|
||||
var currentFighter = HappeningData.fighterTurn.Current;
|
||||
var targetFighter = FightWorld.Instance.allyFighters.vesnaFighter;
|
||||
|
||||
var currentFighterVisual = allFightersVisual.GetVisualForFighter(currentFighter);
|
||||
var targetFighterVisual = allFightersVisual.GetVisualForFighter(targetFighter);
|
||||
|
||||
await currentFighterVisual.AnimatePosToTarget(targetFighterVisual);
|
||||
_ = targetFighterVisual.AnimateHit();
|
||||
await currentFighterVisual.AnimatePosToBase();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dlik4vktiu7dg
|
||||
@@ -0,0 +1,144 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class AllFightersVisual : Node
|
||||
|
Jonathan marked this conversation as resolved
Outdated
kziolkowski
commented
Diese Klasse managed das Layout der Kampfszene, oder? Das Naming hatte mich etwas verwirrt. Diese Klasse managed das Layout der Kampfszene, oder? Das Naming hatte mich etwas verwirrt.
|
||||
{
|
||||
[ExportCategory("References")] [Export]
|
||||
private Node2D _allyFighters = null!;
|
||||
|
||||
[Export] private Node2D _enemyFighters = null!;
|
||||
|
||||
// TODO: move type to prefab mapping to Resource
|
||||
[ExportCategory("Fighter Visual Scenes")]
|
||||
[Export] private PackedScene _blobFighterVisual = null!;
|
||||
[Export] private PackedScene _bigBlobFighterVisual = null!;
|
||||
[Export] private PackedScene _mavkaFighterVisual = null!;
|
||||
[Export] private PackedScene _yourMomFighterVisual = null!;
|
||||
[Export] private PackedScene _vesnaFighterVisual = null!;
|
||||
|
||||
[ExportCategory("Settings")]
|
||||
[Export(PropertyHint.ArrayType)] private float[] _positionDistanceFromCenter = [10, 20, 30];
|
||||
|
||||
private Dictionary<FightWorld.Fighter, FighterVisual> _fighterVisuals = new();
|
||||
|
||||
#region Shortcuts
|
||||
|
||||
private FightWorld.FightHappeningData HappeningData =>
|
||||
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region State Reactions
|
||||
|
||||
public void FightHappeningStateChange(FightHappening.FightState from, FightHappening.FightState to)
|
||||
{
|
||||
if (to == FightHappening.FightState.FightersEnterAnim)
|
||||
{
|
||||
EnterFighter();
|
||||
}
|
||||
|
||||
if (to == FightHappening.FightState.InputActionDetail)
|
||||
{
|
||||
if (HappeningData.actionStaging!.CurrentDetail() is TargetSelectActionDetail targetDetail)
|
||||
{
|
||||
ShowTargetSelect(targetDetail);
|
||||
}
|
||||
}
|
||||
|
||||
if (from == FightHappening.FightState.InputActionDetail)
|
||||
{
|
||||
HideTargetSelect();
|
||||
}
|
||||
|
||||
if (from == FightHappening.FightState.ActionAnim)
|
||||
{
|
||||
_fighterVisuals.Values.ForEach(fv => fv.UpdateHealthBar());
|
||||
}
|
||||
}
|
||||
|
||||
public void EnterFighter()
|
||||
{
|
||||
if (HappeningData.fightersEnterStaging == null)
|
||||
return;
|
||||
|
||||
if (!HappeningData.fightersEnterStaging.HasAnyToExecute())
|
||||
return;
|
||||
|
||||
|
||||
foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
|
||||
{
|
||||
var packedScene = fighter.type switch
|
||||
{
|
||||
FightWorld.Fighter.Type.Blob => _blobFighterVisual,
|
||||
FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
|
||||
FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
|
||||
FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
|
||||
FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
|
||||
var fighterVisual = packedScene.Instantiate<FighterVisual>();
|
||||
fighterVisual.Initialize(fighter);
|
||||
_enemyFighters.AddChild(fighterVisual);
|
||||
fighterVisual.Position = new Vector2(_positionDistanceFromCenter[_enemyFighters.GetChildCount() - 1], 0);
|
||||
_fighterVisuals.Add(fighter, fighterVisual);
|
||||
}
|
||||
|
||||
foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
|
||||
{
|
||||
var packedScene = fighter.type switch
|
||||
{
|
||||
FightWorld.Fighter.Type.Blob => _blobFighterVisual,
|
||||
FightWorld.Fighter.Type.BigBlob => _bigBlobFighterVisual,
|
||||
FightWorld.Fighter.Type.Mavka => _mavkaFighterVisual,
|
||||
FightWorld.Fighter.Type.YourMom => _yourMomFighterVisual,
|
||||
FightWorld.Fighter.Type.Vesna => _vesnaFighterVisual,
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
|
||||
var fighterVisual = packedScene.Instantiate<FighterVisual>();
|
||||
fighterVisual.Initialize(fighter);
|
||||
_allyFighters.AddChild(fighterVisual);
|
||||
fighterVisual.Position = new Vector2(-_positionDistanceFromCenter[_allyFighters.GetChildCount() - 1], 0);
|
||||
_fighterVisuals.Add(fighter, fighterVisual);
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowTargetSelect(TargetSelectActionDetail targetDetail)
|
||||
{
|
||||
// TODO: use Event bus
|
||||
if (targetDetail.selectEnemy)
|
||||
_fighterVisuals
|
||||
.Where(kv => kv.Key.IsInFormation(HappeningData.enemyFighterFormation))
|
||||
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
|
||||
|
||||
if (targetDetail.selectAlly)
|
||||
_fighterVisuals
|
||||
.Where(kv => kv.Key.IsInFormation(HappeningData.allyFighterFormation))
|
||||
.ForEach(kv => kv.Value.SetTargetSelectionActive(true));
|
||||
}
|
||||
|
||||
private void HideTargetSelect()
|
||||
{
|
||||
foreach (var visual in _fighterVisuals.Values)
|
||||
{
|
||||
visual.SetTargetSelectionActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public FighterVisual GetVisualForFighter(FightWorld.Fighter fighter)
|
||||
{
|
||||
return _fighterVisuals.TryGetValue(fighter, out var visual)
|
||||
? visual
|
||||
: throw new InvalidOperationException("No visual for this fighter");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dwsqst8fhhqlc
|
||||
@@ -0,0 +1,30 @@
|
||||
using Babushka.scripts.CSharp.Common.Fight.Actions;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public class AllyFighters
|
||||
{
|
||||
public FightWorld.Fighter vesnaFighter = new()
|
||||
{
|
||||
type = FightWorld.Fighter.Type.Vesna,
|
||||
maxHealth = 20,
|
||||
availableActions =
|
||||
[
|
||||
new AllyAttackAction()
|
||||
]
|
||||
};
|
||||
public FightWorld.Fighter chuhaFighter = new()
|
||||
{
|
||||
type = FightWorld.Fighter.Type.Chuha,
|
||||
maxHealth = 15,
|
||||
availableActions =
|
||||
[
|
||||
new FighterAction.Skip()
|
||||
]
|
||||
};
|
||||
|
||||
public bool IsAlive()
|
||||
{
|
||||
return vesnaFighter.IsAlive();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dst8xcyiw18uc
|
||||
@@ -0,0 +1,386 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Runtime.ExceptionServices;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightHappening : Node
|
||||
{
|
||||
/*
|
||||
To get a visual overview of the FightHappening state machine, refer to the graph on miro:
|
||||
https://miro.com/app/board/uXjVK8YEprM=/?moveToWidget=3458764640805655262&cot=14
|
||||
*/
|
||||
|
||||
#region Internal Types
|
||||
|
||||
public enum FightState
|
||||
{
|
||||
None,
|
||||
FightStartAnim,
|
||||
FightersEnter,
|
||||
FightersEnterAnim,
|
||||
NextFighter,
|
||||
StateCheck,
|
||||
InputActionSelect,
|
||||
ActionCheckDetails,
|
||||
InputActionDetail,
|
||||
ActionExecute,
|
||||
ActionAnim,
|
||||
EnemyActionSelect,
|
||||
PlayerWin,
|
||||
EnemyWin,
|
||||
}
|
||||
|
||||
public class FightersEnterStaging
|
||||
{
|
||||
public required List<FightWorld.Fighter> enteringAllyFighters;
|
||||
public required List<FightWorld.Fighter> enteringEnemyFighters;
|
||||
|
||||
public bool HasAnyToExecute()
|
||||
{
|
||||
return enteringAllyFighters.Any() || enteringEnemyFighters.Any();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Settings
|
||||
|
||||
private const float StartAnimationTime = 1;
|
||||
private const float FightersEnterAnimationTime = 1;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Shortcuts
|
||||
|
||||
private static FightWorld.FightHappeningData HappeningData =>
|
||||
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
|
||||
private static FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
|
||||
[Signal]
|
||||
public delegate void SignalTransitionFromStateEventHandler(FightState state);
|
||||
|
||||
[Signal]
|
||||
public delegate void SignalTransitionStateEventHandler(FightState from, FightState to);
|
||||
|
||||
[Signal]
|
||||
public delegate void SignalTransitionToStateEventHandler(FightState state);
|
||||
|
||||
#endregion
|
||||
|
||||
#region Singleton
|
||||
|
||||
public static FightHappening Instance = null!;
|
||||
|
||||
private void SetupInstance()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
SetupInstance();
|
||||
StartFight();
|
||||
}
|
||||
|
||||
#region Public Methods
|
||||
|
||||
public void StartFight()
|
||||
{
|
||||
RequireState(FightState.None);
|
||||
ChangeState(FightState.FightStartAnim);
|
||||
}
|
||||
|
||||
public void ActionSelect(FighterAction action)
|
||||
{
|
||||
RequireState(FightState.InputActionSelect);
|
||||
HappeningData.actionStaging = action;
|
||||
action.Reset();
|
||||
ChangeState(FightState.ActionCheckDetails);
|
||||
}
|
||||
|
||||
public void DetailFilled()
|
||||
{
|
||||
RequireState(FightState.InputActionDetail);
|
||||
ChangeState(FightState.ActionCheckDetails);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region State Machine
|
||||
|
||||
private bool _inTransition = false;
|
||||
private FightState? _changeToAfterTransition = null;
|
||||
|
||||
private void ChangeState(FightState nextState)
|
||||
{
|
||||
_changeToAfterTransition = null;
|
||||
if (_inTransition)
|
||||
{
|
||||
_changeToAfterTransition = nextState;
|
||||
return;
|
||||
}
|
||||
|
||||
_inTransition = true;
|
||||
TransitionFromState();
|
||||
var lastState = HappeningData.fightState;
|
||||
HappeningData.fightState = nextState;
|
||||
TransitionToState(nextState);
|
||||
|
||||
EmitSignalSignalTransitionFromState(lastState);
|
||||
EmitSignalSignalTransitionState(lastState, nextState);
|
||||
EmitSignalSignalTransitionToState(nextState);
|
||||
_inTransition = false;
|
||||
|
||||
if (_changeToAfterTransition.HasValue)
|
||||
{
|
||||
ChangeState(_changeToAfterTransition.Value);
|
||||
}
|
||||
}
|
||||
|
||||
private void TransitionFromState()
|
||||
{
|
||||
// fixed behaviour
|
||||
switch (HappeningData.fightState)
|
||||
{
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
private void TransitionToState(FightState nextState)
|
||||
{
|
||||
// fixed behaviour
|
||||
switch (HappeningData.fightState)
|
||||
{
|
||||
case FightState.FightStartAnim:
|
||||
AdvanceToStateInSeconds(FightState.FightersEnter, StartAnimationTime);
|
||||
break;
|
||||
case FightState.FightersEnter:
|
||||
HappeningData.fightersEnterStaging = StageFightersEnter();
|
||||
if (HappeningData.fightersEnterStaging.HasAnyToExecute())
|
||||
{
|
||||
ExecuteFightersEnter();
|
||||
ChangeState(FightState.FightersEnterAnim);
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeState(FightState.NextFighter);
|
||||
}
|
||||
|
||||
break;
|
||||
case FightState.FightersEnterAnim:
|
||||
AdvanceToStateInSeconds(FightState.NextFighter, FightersEnterAnimationTime);
|
||||
break;
|
||||
case FightState.NextFighter:
|
||||
ExecuteNextFighter();
|
||||
ChangeState(FightState.StateCheck);
|
||||
break;
|
||||
case FightState.StateCheck:
|
||||
// restest action staging and fighter enter staging
|
||||
HappeningData.actionStaging = null;
|
||||
HappeningData.fightersEnterStaging = null;
|
||||
|
||||
if (!FightWorld.Instance.allyFighters.IsAlive())
|
||||
{
|
||||
ChangeState(FightState.EnemyWin);
|
||||
}
|
||||
else if (HappeningData.enemyGroup.AreAllDead())
|
||||
{
|
||||
ChangeState(FightState.PlayerWin);
|
||||
}
|
||||
else if (CurrentFighter.actionPointsLeft <= 0)
|
||||
{
|
||||
ChangeState(FightState.FightersEnter);
|
||||
}
|
||||
else if (CurrentFighter.IsInFormation(HappeningData.enemyFighterFormation))
|
||||
{
|
||||
ChangeState(FightState.EnemyActionSelect);
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeState(FightState.InputActionSelect);
|
||||
}
|
||||
|
||||
break;
|
||||
case FightState.InputActionSelect:
|
||||
// wait for player input
|
||||
break;
|
||||
case FightState.ActionCheckDetails:
|
||||
RequireNotNull(HappeningData.actionStaging);
|
||||
|
||||
if (ActionAbort())
|
||||
ChangeState(FightState.InputActionSelect);
|
||||
else if (ActionNeededDetail())
|
||||
ChangeState(FightState.InputActionDetail);
|
||||
else
|
||||
ChangeState(FightState.ActionExecute);
|
||||
break;
|
||||
case FightState.InputActionDetail:
|
||||
// wait for player input
|
||||
break;
|
||||
case FightState.EnemyActionSelect:
|
||||
HappeningData.actionStaging = CurrentFighter.AutoSelectAction();
|
||||
ChangeState(FightState.ActionExecute);
|
||||
break;
|
||||
case FightState.ActionExecute:
|
||||
ExecuteAction();
|
||||
ChangeState(FightState.ActionAnim);
|
||||
break;
|
||||
case FightState.ActionAnim:
|
||||
var actionTime = GetActionAnimationEnd();
|
||||
if (actionTime.IsType<float>())
|
||||
{
|
||||
AdvanceToStateInSeconds(FightState.StateCheck, actionTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
_ = AdvanceToStateWhenDone(FightState.StateCheck, actionTime);
|
||||
}
|
||||
|
||||
break;
|
||||
case FightState.EnemyWin:
|
||||
// TODO: remove and find proper solution
|
||||
ReviveVesna();
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Logic
|
||||
|
||||
private FightersEnterStaging StageFightersEnter()
|
||||
{
|
||||
// ally
|
||||
var enteringAllyFighters = new List<FightWorld.Fighter>();
|
||||
var allyFighters = FightWorld.Instance.allyFighters;
|
||||
if (!allyFighters.vesnaFighter.IsInFormation(HappeningData.allyFighterFormation))
|
||||
{
|
||||
enteringAllyFighters.Add(allyFighters.vesnaFighter);
|
||||
}
|
||||
|
||||
// enemy
|
||||
const int totalEnemySpace = 3;
|
||||
var enemySpaceLeft = HappeningData.enemyFighterFormation.GetEmptySlotCount();
|
||||
|
||||
return new FightersEnterStaging
|
||||
{
|
||||
enteringAllyFighters = enteringAllyFighters,
|
||||
enteringEnemyFighters = HappeningData.enemyGroup.fighters
|
||||
.WhereIsAlive()
|
||||
.WhereIsNotInFormation(HappeningData.enemyFighterFormation)
|
||||
.Take(enemySpaceLeft)
|
||||
.ToList()
|
||||
};
|
||||
}
|
||||
|
||||
private void ExecuteFightersEnter()
|
||||
{
|
||||
Debug.Assert(HappeningData.fightersEnterStaging != null);
|
||||
foreach (var fighter in HappeningData.fightersEnterStaging.enteringAllyFighters)
|
||||
{
|
||||
var emptySlotIndex = HappeningData.allyFighterFormation.GetFirstEmptySlot();
|
||||
if (emptySlotIndex < 0) throw new Exception("No empty slot for ally fighter to enter");
|
||||
HappeningData.allyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
|
||||
HappeningData.fighterTurn.AddAsLast(fighter);
|
||||
}
|
||||
|
||||
foreach (var fighter in HappeningData.fightersEnterStaging.enteringEnemyFighters)
|
||||
{
|
||||
var emptySlotIndex = HappeningData.enemyFighterFormation.GetFirstEmptySlot();
|
||||
if (emptySlotIndex < 0) throw new Exception("No empty slot for enemy fighter to enter");
|
||||
HappeningData.enemyFighterFormation.SetFighterAtPosition(emptySlotIndex, fighter);
|
||||
HappeningData.fighterTurn.AddAsLast(fighter);
|
||||
}
|
||||
}
|
||||
|
||||
private void ExecuteNextFighter()
|
||||
{
|
||||
HappeningData.fighterTurn.Next();
|
||||
CurrentFighter.actionPointsLeft = FightWorld.Fighter.MaxActionPoints;
|
||||
}
|
||||
|
||||
private void ExecuteAction()
|
||||
{
|
||||
Debug.Assert(HappeningData.actionStaging != null);
|
||||
HappeningData.actionStaging.ExecuteAction();
|
||||
CurrentFighter.actionPointsLeft -= HappeningData.actionStaging.GetActionPointCost();
|
||||
}
|
||||
|
||||
private Variant<float, Func<bool>> GetActionAnimationEnd()
|
||||
{
|
||||
Debug.Assert(HappeningData.actionStaging != null);
|
||||
return HappeningData.actionStaging.GetAnimationEnd();
|
||||
}
|
||||
|
||||
private bool ActionAbort()
|
||||
{
|
||||
Debug.Assert(HappeningData.actionStaging != null);
|
||||
return HappeningData.actionStaging.MarkedForAbort();
|
||||
}
|
||||
|
||||
private bool ActionNeededDetail()
|
||||
{
|
||||
Debug.Assert(HappeningData.actionStaging != null);
|
||||
return HappeningData.actionStaging.NextDetail();
|
||||
}
|
||||
|
||||
// TODO: remove
|
||||
private void ReviveVesna()
|
||||
{
|
||||
var vesnaFighter = FightWorld.Instance.allyFighters.vesnaFighter;
|
||||
vesnaFighter.health = vesnaFighter.maxHealth;
|
||||
GD.Print("Vesna has been revived. This is for the current prototype only");
|
||||
}
|
||||
|
||||
#endregion // Game Logic
|
||||
|
||||
#region Utility
|
||||
|
||||
private void RequireState(params FightState[] states)
|
||||
{
|
||||
if (states.Contains(HappeningData.fightState))
|
||||
return;
|
||||
|
||||
throw new Exception(
|
||||
$"Can not call this Method while in state {HappeningData.fightState}. Only available in {string.Join(" ,", states)}");
|
||||
}
|
||||
|
||||
private void RequireNotNull(Object? o)
|
||||
{
|
||||
if (o != null)
|
||||
return;
|
||||
|
||||
throw new Exception("Object must not be null to call this method");
|
||||
}
|
||||
|
||||
private void AdvanceToStateInSeconds(FightState nextState, float seconds)
|
||||
{
|
||||
FightWorld.Instance.GetTree().CreateTimer(seconds).Timeout += () => ChangeState(nextState);
|
||||
}
|
||||
|
||||
private async Task AdvanceToStateWhenDone(FightState nextState, Func<bool> isDone)
|
||||
{
|
||||
while (!isDone())
|
||||
{
|
||||
await FightWorld.Instance.ToSignal(FightWorld.Instance.GetTree(), SceneTree.SignalName.ProcessFrame);
|
||||
}
|
||||
|
||||
ChangeState(nextState);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightHappeningSceneSetup : Node2D
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
var fightHappening = FightWorld.Instance.fightHappeningData;
|
||||
Debug.Assert(fightHappening != null, "Fight happening scene loaded, without a fight happening");
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cnhpnn8o0gybd
|
||||
@@ -0,0 +1,57 @@
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightHappeningStateDebugger : Node
|
||||
{
|
||||
[Export] private Label _label;
|
||||
|
||||
[Export] private Label _current;
|
||||
|
||||
private FightWorld.FightHappeningData Data => FightWorld.Instance.fightHappeningData!;
|
||||
|
||||
public void StateChange(FightHappening.FightState from, FightHappening.FightState to)
|
||||
{
|
||||
_current.Text = $"{to}";
|
||||
_label.Text += $"State changed from {from} to {to}\n";
|
||||
switch (to)
|
||||
{
|
||||
case FightHappening.FightState.None:
|
||||
break;
|
||||
case FightHappening.FightState.FightStartAnim:
|
||||
break;
|
||||
case FightHappening.FightState.FightersEnter:
|
||||
break;
|
||||
case FightHappening.FightState.FightersEnterAnim:
|
||||
_label.Text +=
|
||||
$" {Data.fightersEnterStaging!.enteringAllyFighters.Count} allies " +
|
||||
$"and {Data.fightersEnterStaging.enteringEnemyFighters.Count} enemies are entering the fight.\n";
|
||||
break;
|
||||
case FightHappening.FightState.NextFighter:
|
||||
break;
|
||||
case FightHappening.FightState.StateCheck:
|
||||
break;
|
||||
case FightHappening.FightState.InputActionSelect:
|
||||
break;
|
||||
case FightHappening.FightState.ActionCheckDetails:
|
||||
break;
|
||||
case FightHappening.FightState.InputActionDetail:
|
||||
break;
|
||||
case FightHappening.FightState.ActionExecute:
|
||||
_label.Text += $" Executing action: {Data.actionStaging!.GetType()}\n";
|
||||
break;
|
||||
case FightHappening.FightState.ActionAnim:
|
||||
break;
|
||||
case FightHappening.FightState.EnemyActionSelect:
|
||||
break;
|
||||
case FightHappening.FightState.PlayerWin:
|
||||
break;
|
||||
case FightHappening.FightState.EnemyWin:
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(to), to, null);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://d2ugtb3dalrg3
|
||||
@@ -0,0 +1,27 @@
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightHappeningStateReaction : Node
|
||||
{
|
||||
[Export] private FightHappening.FightState _fightState;
|
||||
|
||||
[Signal]
|
||||
public delegate void OnStateEnteredEventHandler();
|
||||
|
||||
[Signal]
|
||||
public delegate void OnStateExitedEventHandler();
|
||||
|
||||
public void FightHappeningStateTransitioned(FightHappening.FightState fromState, FightHappening.FightState toState)
|
||||
{
|
||||
if (fromState == _fightState)
|
||||
{
|
||||
EmitSignalOnStateExited();
|
||||
}
|
||||
|
||||
if (toState == _fightState)
|
||||
{
|
||||
EmitSignalOnStateEntered();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://buiwuf7pjfq8
|
||||
@@ -1,351 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Babushka.scripts.CSharp.Common.Camera;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightInstance : Node2D //TODO: remake
|
||||
{
|
||||
[Export(PropertyHint.ArrayType)] private Node2D[] _friendlyFightSpots;
|
||||
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyFightSpots;
|
||||
[Export] public Node2D camPositionNode;
|
||||
[Export] private FightStateManager _fightStateManager;
|
||||
[Export] private Label _fightEndText;
|
||||
|
||||
|
||||
[Signal]
|
||||
public delegate void FightStartedEventHandler();
|
||||
|
||||
[Signal]
|
||||
public delegate void FightEndedEventHandler();
|
||||
|
||||
private List<Fighter> _friendlyFighters = new();
|
||||
private List<Fighter> _enemyFighters = new();
|
||||
|
||||
private FightAttack? _stagedAttack = null;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
//_fightStateManager.CurrentFightState = FightStateManager.FightState.FightStartAnim;
|
||||
_fightStateManager.ExitingTransition += from =>
|
||||
{
|
||||
switch (from)
|
||||
{
|
||||
case FightStateManager.FightState.None:
|
||||
CaptureCamera();
|
||||
Show();
|
||||
EmitSignalFightStarted();
|
||||
break;
|
||||
case FightStateManager.FightState.Input:
|
||||
HideAttackButtons();
|
||||
break;
|
||||
case FightStateManager.FightState.InputTargetSelect:
|
||||
HideTargetButtons();
|
||||
break;
|
||||
case FightStateManager.FightState.FriendAttackAnim:
|
||||
_stagedAttack = null;
|
||||
break;
|
||||
case FightStateManager.FightState.PlayerWinAnim:
|
||||
case FightStateManager.FightState.EnemyWinAnim:
|
||||
_fightEndText.Text = "";
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
_fightStateManager.EnteringTransition += to =>
|
||||
{
|
||||
switch (to)
|
||||
{
|
||||
case FightStateManager.FightState.None:
|
||||
EmitSignalFightEnded();
|
||||
CleanUp();
|
||||
Hide();
|
||||
ReleaseCamera();
|
||||
break;
|
||||
case FightStateManager.FightState.Input:
|
||||
if (CheckWinAndSetState())
|
||||
break;
|
||||
if (CheckFriendlyActionsLeftAndSetState())
|
||||
break;
|
||||
ShowAttackButtons();
|
||||
break;
|
||||
case FightStateManager.FightState.InputTargetSelect:
|
||||
ShowTargetButtons();
|
||||
break;
|
||||
case FightStateManager.FightState.FriendAttackAnim:
|
||||
ExecuteAttack();
|
||||
GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
|
||||
break;
|
||||
case FightStateManager.FightState.Enemy:
|
||||
if (CheckWinAndSetState())
|
||||
break;
|
||||
if (CheckEnemyActionsLeftAndSetState())
|
||||
break;
|
||||
DecideEnemyAttack();
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.EnemyAttackAnim;
|
||||
break;
|
||||
case FightStateManager.FightState.EnemyAttackAnim:
|
||||
ExecuteAttack();
|
||||
GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Enemy;
|
||||
break;
|
||||
case FightStateManager.FightState.PlayerWinAnim:
|
||||
_fightEndText.Text = "You Win!";
|
||||
GetTree().CreateTimer(1.5).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.None;
|
||||
break;
|
||||
case FightStateManager.FightState.EnemyWinAnim:
|
||||
_fightEndText.Text = "You Died :(";
|
||||
GetTree().CreateTimer(3).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.None;
|
||||
break;
|
||||
case FightStateManager.FightState.ChangeSideToEnemy:
|
||||
ResetEnemyActions();
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.Enemy;
|
||||
break;
|
||||
case FightStateManager.FightState.ChangeSideToFriendly:
|
||||
ResetFriendlyActions();
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
|
||||
break;
|
||||
case FightStateManager.FightState.Heal:
|
||||
Heal();
|
||||
GetTree().CreateTimer(1).Timeout += () => _fightStateManager.CurrentFightState = FightStateManager.FightState.Input;
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
private void Heal()
|
||||
{
|
||||
// TODO: make heal staging system
|
||||
_friendlyFighters.Where(f => !f.IsDead()).ForEach(f =>
|
||||
{
|
||||
f.Health += 50;
|
||||
f.HealAnimation();
|
||||
f.DecrementActions();
|
||||
});
|
||||
UpdateHealthVisual();
|
||||
}
|
||||
private void ResetEnemyActions()
|
||||
{
|
||||
_enemyFighters.ForEach(f => f.ResetActions());
|
||||
}
|
||||
|
||||
private void ResetFriendlyActions()
|
||||
{
|
||||
_friendlyFighters.ForEach(f => f.ResetActions());
|
||||
}
|
||||
|
||||
/**
|
||||
* <returns>
|
||||
* <c>true</c> if the state was changed
|
||||
* </returns>
|
||||
*/
|
||||
private bool CheckFriendlyActionsLeftAndSetState()
|
||||
{
|
||||
var hasActionsLeft = _friendlyFighters.Where(f => !f.IsDead()).Any(f => f.HasActionsLeft());
|
||||
if (hasActionsLeft)
|
||||
{
|
||||
return false;
|
||||
} // else
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.ChangeSideToEnemy;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* <returns>
|
||||
* <c>true</c> if the state was changed
|
||||
* </returns>
|
||||
*/
|
||||
private bool CheckEnemyActionsLeftAndSetState()
|
||||
{
|
||||
var hasActionsLeft = _enemyFighters.Where(f => !f.IsDead()).Any(f => f.HasActionsLeft());
|
||||
if (hasActionsLeft)
|
||||
{
|
||||
return false;
|
||||
} // else
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.ChangeSideToFriendly;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CleanUp()
|
||||
{
|
||||
_enemyFighters.ForEach(f => f.QueueFree());
|
||||
_friendlyFighters.ForEach(f => f.QueueFree());
|
||||
_enemyFighters = new();
|
||||
_friendlyFighters = new();
|
||||
}
|
||||
private void DecideEnemyAttack()
|
||||
{
|
||||
var availableEnemyFighters =
|
||||
_enemyFighters
|
||||
.Where(f => !f.IsDead())
|
||||
.Where(f=>f.HasActionsLeft())
|
||||
.ToList();
|
||||
var aliveFriendlyFighters =
|
||||
_friendlyFighters
|
||||
.Where(f => !f.IsDead())
|
||||
.ToList();
|
||||
|
||||
if (availableEnemyFighters.Count <= 0)
|
||||
throw new InvalidOperationException("No enemy fighters available for attack.");
|
||||
|
||||
if (aliveFriendlyFighters.Count <= 0)
|
||||
throw new InvalidOperationException("No friendly fighters available to target.");
|
||||
|
||||
var fighter = availableEnemyFighters.Random();
|
||||
var target = aliveFriendlyFighters.Random();
|
||||
|
||||
_stagedAttack = new FightAttack
|
||||
{
|
||||
attacker = fighter!,
|
||||
needsSelectedTarget = true,
|
||||
damage = fighter!.attackStrength,
|
||||
target = target!
|
||||
};
|
||||
}
|
||||
|
||||
private void ExecuteAttack()
|
||||
{
|
||||
if (_stagedAttack == null)
|
||||
throw new InvalidOperationException("No staged attack to execute.");
|
||||
|
||||
if (!_stagedAttack.needsSelectedTarget)
|
||||
throw new NotImplementedException("Non-targeted attacks are not implemented yet.");
|
||||
|
||||
if (_stagedAttack.needsSelectedTarget && _stagedAttack.target == null)
|
||||
throw new InvalidOperationException("No target selected for the staged attack.");
|
||||
|
||||
_stagedAttack.target!.Health -= _stagedAttack.damage;
|
||||
_stagedAttack.attacker.DecrementActions();
|
||||
_stagedAttack.attacker.AttackAnimation(_stagedAttack);
|
||||
|
||||
UpdateHealthVisual();
|
||||
}
|
||||
|
||||
private void UpdateHealthVisual()
|
||||
{
|
||||
_friendlyFighters
|
||||
.Concat(_enemyFighters)
|
||||
.ForEach(f => f.UpdateHealthVisual());
|
||||
}
|
||||
|
||||
private void ReleaseCamera()
|
||||
{
|
||||
CameraController.Instance.fightToShow = null;
|
||||
}
|
||||
|
||||
private void CaptureCamera()
|
||||
{
|
||||
CameraController.Instance.fightToShow = this;
|
||||
}
|
||||
|
||||
public void Start(FightParty fightParty, PackedScene?[] enemies)
|
||||
{
|
||||
if (_fightStateManager.IsRunning())
|
||||
{
|
||||
GD.PushWarning("Can not start a running fight");
|
||||
return;
|
||||
}
|
||||
|
||||
if (fightParty.vesna)
|
||||
{
|
||||
InstantiateFighter(_friendlyFightSpots[1], FightManager.Instance.fightingVesnaScene);
|
||||
}
|
||||
|
||||
for (var i = 0; i < Math.Min(_enemyFightSpots.Length, enemies.Length); i++)
|
||||
{
|
||||
var enemy = enemies[i];
|
||||
if (enemy == null)
|
||||
continue;
|
||||
|
||||
InstantiateFighter(_enemyFightSpots[i], enemy, true);
|
||||
}
|
||||
|
||||
_fightStateManager.ToStartAnim();
|
||||
}
|
||||
|
||||
private void InstantiateFighter(Node2D parent, PackedScene fighterScene, bool isEnemy = false)
|
||||
{
|
||||
var fighter = fighterScene.Instantiate<Fighter>();
|
||||
fighter.fightInstance = this;
|
||||
parent.AddChild(fighter);
|
||||
|
||||
if (isEnemy)
|
||||
{
|
||||
_enemyFighters.Add(fighter);
|
||||
}
|
||||
else
|
||||
{
|
||||
_friendlyFighters.Add(fighter);
|
||||
}
|
||||
}
|
||||
|
||||
public void SelectAttack(Fighter fighter)
|
||||
{
|
||||
_stagedAttack = new FightAttack
|
||||
{
|
||||
attacker = fighter,
|
||||
damage = fighter.attackStrength,
|
||||
needsSelectedTarget = true
|
||||
};
|
||||
|
||||
if (_stagedAttack.needsSelectedTarget)
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.InputTargetSelect;
|
||||
}
|
||||
else
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.FriendAttackAnim;
|
||||
}
|
||||
}
|
||||
|
||||
private void HideAttackButtons()
|
||||
{
|
||||
_friendlyFighters.ForEach(f => f.HideAttackButton());
|
||||
}
|
||||
|
||||
private void ShowAttackButtons()
|
||||
{
|
||||
_friendlyFighters.ForEach(f => f.ShowAttackButton());
|
||||
}
|
||||
|
||||
private void HideTargetButtons()
|
||||
{
|
||||
_enemyFighters.ForEach(f => f.HideTargetButtons());
|
||||
}
|
||||
|
||||
private void ShowTargetButtons()
|
||||
{
|
||||
_enemyFighters.Where(f => !f.IsDead()).ForEach(f => f.ShowTargetButtons());
|
||||
}
|
||||
|
||||
public void SelectTargetAndAttack(Fighter fighter)
|
||||
{
|
||||
if (_stagedAttack == null)
|
||||
throw new InvalidOperationException("No staged attack to select target for.");
|
||||
|
||||
_stagedAttack.target = fighter;
|
||||
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.FriendAttackAnim;
|
||||
}
|
||||
|
||||
public void SelectHeal(Fighter fighter)
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.Heal;
|
||||
}
|
||||
|
||||
public bool CheckWinAndSetState()
|
||||
{
|
||||
if (_enemyFighters.All(f => f.IsDead()))
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.PlayerWinAnim;
|
||||
return true;
|
||||
}
|
||||
if (_friendlyFighters.All(f => f.IsDead()))
|
||||
{
|
||||
_fightStateManager.CurrentFightState = FightStateManager.FightState.EnemyWinAnim;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
using Godot;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Fight;
|
||||
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
|
||||
using Babushka.scripts.CSharp.Common.Minigame;
|
||||
|
||||
public partial class FightMinigameHandler : Node
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
private FightWorld.FightHappeningData HappeningData => FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
|
||||
#endregion
|
||||
|
||||
[Export] private MinigameController _minigameController;
|
||||
|
||||
|
||||
public void OnStateEnter(FightHappening.FightState to)
|
||||
{
|
||||
if(to!=FightHappening.FightState.InputActionDetail) return;
|
||||
|
||||
var currentDetail = HappeningData.actionStaging!.CurrentDetail();
|
||||
if(currentDetail is not MinigameActionDetail minigameDetail) return;
|
||||
|
||||
_minigameController.Run(new MinigameController.Builder<int>()
|
||||
.AddRegion(4).RegionWithText("4").RegionWithTheme(MinigameController.RegionTheme.Normal)
|
||||
.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
|
||||
.AddRegion(8).RegionWithProportion(0.5f).RegionWithText("8").RegionWithTheme(MinigameController.RegionTheme.VeryGood)
|
||||
.AddRegion(0).RegionWithProportion(1.5f).RegionWithText("0").RegionWithTheme(MinigameController.RegionTheme.Bad)
|
||||
.AddRegion(3).RegionWithText("3").RegionWithTheme(MinigameController.RegionTheme.NormalAlt1)
|
||||
.AddRegion(5).RegionWithText("5").RegionWithTheme(MinigameController.RegionTheme.NormalAlt2)
|
||||
.WithHitCount(3)
|
||||
).ContinueWith(task =>
|
||||
{
|
||||
minigameDetail.damageHits = task.Result;
|
||||
//FightHappening.Instance.DetailFilled();
|
||||
// Apparently ContinueWith spawn a new Thread, but methods on a node only want to be called from the main thread
|
||||
FightHappening.Instance.CallDeferred("DetailFilled");
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bwm0nhvt1083k
|
||||
@@ -0,0 +1,29 @@
|
||||
using System.Collections.Generic;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightRoomSceneSetup : Node
|
||||
{
|
||||
[Export(PropertyHint.ArrayType)] private Node2D[] _enemyGroupSpawns;
|
||||
[Export] private PackedScene _roamingEnemyGroupPrefab;
|
||||
[Export] private FightSceneSwitcher _fightSceneSwitcher;
|
||||
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
var room = FightWorld.Instance.currentRoom!;
|
||||
|
||||
var i = 0;
|
||||
foreach (var availableParent in _enemyGroupSpawns.Shuffle())
|
||||
{
|
||||
var enemyGroup = room.enemyGroups[i];
|
||||
var roamingEnemyGroup = _roamingEnemyGroupPrefab.Instantiate<RoamingEnemyGroup>();
|
||||
roamingEnemyGroup.Initialize(enemyGroup, _fightSceneSwitcher);
|
||||
availableParent.AddChild(roamingEnemyGroup);
|
||||
if (i >= room.enemyGroups.Count - 1) break;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dbu8afaiohpdh
|
||||
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.SceneManagement;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightSceneSwitcher : Node
|
||||
{
|
||||
[Export] private Node _sceneRoot = null!;
|
||||
[Export] private string _fightRoomScenePath = null!;
|
||||
[Export] private string _fightHappeningScene = null!;
|
||||
|
||||
private void LoadNext()
|
||||
{
|
||||
var nextRoom = FightWorld.Instance.currentRoom;
|
||||
Debug.Assert(nextRoom != null, "nextRoom!=null");
|
||||
var nextFightHappening = FightWorld.Instance.fightHappeningData;
|
||||
SceneTransitionThreaded.Instance.ChangeSceneToFile(nextFightHappening != null
|
||||
? _fightHappeningScene
|
||||
: _fightRoomScenePath);
|
||||
_ = UnloadAfterDelay();
|
||||
}
|
||||
|
||||
private async Task UnloadAfterDelay()
|
||||
{
|
||||
await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); // 1.0f seconds
|
||||
//sceneRoot.QueueFree();
|
||||
}
|
||||
|
||||
public void SwitchRoom(int pathIndex)
|
||||
{
|
||||
Debug.Assert(FightWorld.Instance.currentRoom != null, "FightWorld.Instance.currentRoom!=null");
|
||||
|
||||
if (!FightWorld.Instance.currentRoom.paths.TryGetValue(pathIndex, out var nextRoom))
|
||||
throw new Exception("Trying to go down a non-existent path");
|
||||
|
||||
FightWorld.Instance.currentRoom = nextRoom;
|
||||
LoadNext();
|
||||
}
|
||||
|
||||
public void SwitchToFight(FightWorld.FighterGroup enemyGroup)
|
||||
{
|
||||
if (FightWorld.Instance.fightHappeningData != null)
|
||||
throw new Exception("Trying to start a fight while already in a fight");
|
||||
|
||||
FightWorld.Instance.fightHappeningData = new FightWorld.FightHappeningData
|
||||
{
|
||||
enemyGroup = enemyGroup,
|
||||
};
|
||||
LoadNext();
|
||||
}
|
||||
|
||||
public void ExitFight()
|
||||
{
|
||||
if (FightWorld.Instance.fightHappeningData == null)
|
||||
throw new Exception("Trying to exit a fight while not in a fight");
|
||||
|
||||
FightWorld.Instance.fightHappeningData = null;
|
||||
LoadNext();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cql8mt5jsmcdl
|
||||
@@ -1,76 +0,0 @@
|
||||
using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightStateManager : Node
|
||||
{
|
||||
[Signal]
|
||||
public delegate void ExitingTransitionEventHandler(FightState exitingState);
|
||||
|
||||
[Signal]
|
||||
public delegate void EnteringTransitionEventHandler(FightState enteringState);
|
||||
|
||||
public enum FightState
|
||||
{
|
||||
None,
|
||||
FightStartAnim,
|
||||
Input,
|
||||
InputTargetSelect,
|
||||
FriendAttackAnim,
|
||||
Enemy,
|
||||
EnemyAttackAnim,
|
||||
PlayerWinAnim,
|
||||
EnemyWinAnim,
|
||||
ChangeSideToEnemy,
|
||||
ChangeSideToFriendly,
|
||||
Heal,
|
||||
}
|
||||
|
||||
private FightState _fightStateBacking = FightState.None;
|
||||
|
||||
public FightState CurrentFightState
|
||||
{
|
||||
set => Transition(_fightStateBacking, value);
|
||||
get => _fightStateBacking;
|
||||
}
|
||||
|
||||
private void Transition(FightState from, FightState to)
|
||||
{
|
||||
if(from == to)
|
||||
return;
|
||||
|
||||
GD.Print($"Transitioning from {from} to {to}");
|
||||
ExitTransition(from);
|
||||
_fightStateBacking = to;
|
||||
EnterTransition(to);
|
||||
}
|
||||
|
||||
private void ExitTransition(FightState from)
|
||||
{
|
||||
EmitSignalExitingTransition(from);
|
||||
}
|
||||
|
||||
private void EnterTransition(FightState to)
|
||||
{
|
||||
EmitSignalEnteringTransition(to);
|
||||
switch (to)
|
||||
{
|
||||
case FightState.FightStartAnim:
|
||||
EnterFightStartAnim();
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void EnterFightStartAnim()
|
||||
{
|
||||
GetTree().CreateTimer(1).Timeout += () => CurrentFightState = FightState.Input;
|
||||
}
|
||||
|
||||
public void ToStartAnim()
|
||||
{
|
||||
CurrentFightState = FightState.FightStartAnim;
|
||||
}
|
||||
|
||||
public bool IsRunning()
|
||||
{
|
||||
return CurrentFightState != FightState.None;
|
||||
}
|
||||
}
|
||||
@@ -1 +0,0 @@
|
||||
uid://oe1uypehqvr7
|
||||
@@ -0,0 +1,48 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public static class FightUtils
|
||||
{
|
||||
public static IEnumerable<FightWorld.Fighter> WhereIsAlive(this IEnumerable<FightWorld.Fighter> self)
|
||||
{
|
||||
return self.Where(e => e.IsAlive());
|
||||
}
|
||||
|
||||
public static IEnumerable<FightWorld.Fighter> WhereIsNotInFormation(this IEnumerable<FightWorld.Fighter> self, FighterFormation formation)
|
||||
{
|
||||
return self.Where(e => !e.IsInFormation(formation));
|
||||
}
|
||||
|
||||
public static bool IsAlive(this FightWorld.Fighter self)
|
||||
{
|
||||
return self.GetHealth() > 0;
|
||||
}
|
||||
|
||||
public static bool IsDead(this FightWorld.Fighter self)
|
||||
{
|
||||
return !self.IsAlive();
|
||||
}
|
||||
|
||||
public static int GetHealth(this FightWorld.Fighter self)
|
||||
{
|
||||
return Math.Max(self.health ?? self.maxHealth, 0);
|
||||
}
|
||||
|
||||
public static void AddHealth(this FightWorld.Fighter self, int addHealth)
|
||||
{
|
||||
self.health = self.GetHealth() + addHealth;
|
||||
}
|
||||
|
||||
public static bool IsInFormation(this FightWorld.Fighter self, FighterFormation formation)
|
||||
{
|
||||
return formation.ContainsFighter(self);
|
||||
}
|
||||
|
||||
public static bool AreAllDead(this FightWorld.FighterGroup self)
|
||||
{
|
||||
return self.fighters.All(e => e.IsDead());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://beuhpltb84pf
|
||||
@@ -0,0 +1,191 @@
|
||||
using System.Collections.Generic;
|
||||
using Babushka.scripts.CSharp.Common.Fight.Actions;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class FightWorld : Node
|
||||
{
|
||||
public class World
|
||||
{
|
||||
public required List<Room> rooms;
|
||||
}
|
||||
|
||||
public class Room
|
||||
{
|
||||
public required Dictionary<int, Room> paths;
|
||||
public required List<FighterGroup> enemyGroups;
|
||||
}
|
||||
|
||||
public class FighterGroup
|
||||
{
|
||||
public required List<Fighter> fighters;
|
||||
}
|
||||
|
||||
public class FightHappeningData
|
||||
{
|
||||
public required FighterGroup enemyGroup;
|
||||
public FightHappening.FightState fightState = FightHappening.FightState.None;
|
||||
public readonly FighterTurn fighterTurn = new();
|
||||
public readonly FighterFormation allyFighterFormation = new();
|
||||
public readonly FighterFormation enemyFighterFormation = new();
|
||||
public FightHappening.FightersEnterStaging? fightersEnterStaging;
|
||||
public FighterAction? actionStaging;
|
||||
}
|
||||
|
||||
public class Fighter
|
||||
{
|
||||
public enum Type
|
||||
{
|
||||
Blob,
|
||||
BigBlob,
|
||||
Mavka,
|
||||
YourMom,
|
||||
Vesna,
|
||||
Chuha
|
||||
}
|
||||
|
||||
public required Type type;
|
||||
public required int maxHealth;
|
||||
public required List<FighterAction> availableActions;
|
||||
public const int MaxActionPoints = 1;
|
||||
public int? health = null; // null => initialize to full health on spawn
|
||||
public int actionPointsLeft;
|
||||
|
||||
public FighterAction AutoSelectAction()
|
||||
{
|
||||
return availableActions.Random() ?? new FighterAction.Skip();
|
||||
}
|
||||
}
|
||||
|
||||
#region AutoLoad ( Contains _EnterTree() )
|
||||
|
||||
public static FightWorld Instance { get; private set; } = null!;
|
||||
|
||||
public override void _EnterTree()
|
||||
{
|
||||
Instance = this;
|
||||
MyEnterTree();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public World? world = null;
|
||||
public Room? currentRoom = null;
|
||||
public FightHappeningData? fightHappeningData = null;
|
||||
public AllyFighters allyFighters = new();
|
||||
|
||||
public void MyEnterTree()
|
||||
{
|
||||
Generate();
|
||||
currentRoom = world!.rooms[0];
|
||||
}
|
||||
|
||||
public void Generate()
|
||||
{
|
||||
world = new Generator().GenerateWorld();
|
||||
}
|
||||
|
||||
private class Generator
|
||||
{
|
||||
public World GenerateWorld()
|
||||
{
|
||||
var world = new World
|
||||
{
|
||||
rooms = GenerateRooms()
|
||||
};
|
||||
return world;
|
||||
}
|
||||
|
||||
private List<Room> GenerateRooms()
|
||||
{
|
||||
var rooms = new List<Room>();
|
||||
|
||||
var roomCount = 2;
|
||||
|
||||
for (var i = 0; i < roomCount; i++)
|
||||
{
|
||||
rooms.Add(GenerateDisconnectedRoom());
|
||||
}
|
||||
|
||||
// Connect rooms linearly
|
||||
for (var i = 0; i < rooms.Count - 1; i++)
|
||||
{
|
||||
rooms[i].paths[0] = rooms[i + 1];
|
||||
rooms[i + 1].paths[1] = rooms[i];
|
||||
}
|
||||
|
||||
return rooms;
|
||||
}
|
||||
|
||||
private Room GenerateDisconnectedRoom()
|
||||
{
|
||||
var room = new Room
|
||||
{
|
||||
paths = new Dictionary<int, Room>(),
|
||||
enemyGroups = GenerateEnemyGroups()
|
||||
};
|
||||
return room;
|
||||
}
|
||||
|
||||
private List<FighterGroup> GenerateEnemyGroups()
|
||||
{
|
||||
var enemyGroups = new List<FighterGroup>();
|
||||
|
||||
var enemyGroupCount = GD.RandRange(1, 3);
|
||||
|
||||
for (var i = 0; i < enemyGroupCount; i++)
|
||||
{
|
||||
enemyGroups.Add(GenerateSingleEnemyGroup());
|
||||
}
|
||||
|
||||
return enemyGroups;
|
||||
}
|
||||
|
||||
private FighterGroup GenerateSingleEnemyGroup()
|
||||
{
|
||||
var enemyGroup = new FighterGroup
|
||||
{
|
||||
fighters = []
|
||||
};
|
||||
|
||||
var enemyCount = GD.RandRange(1, 3);
|
||||
|
||||
for (var i = 0; i < enemyCount; i++)
|
||||
{
|
||||
enemyGroup.fighters.Add(GenerateSingleEnemy());
|
||||
}
|
||||
|
||||
return enemyGroup;
|
||||
}
|
||||
|
||||
private Fighter GenerateSingleEnemy()
|
||||
{
|
||||
var typeRoll = GD.RandRange(0, 99);
|
||||
|
||||
// Disabled generating different types due to lack of fighter visual type implementation
|
||||
//var type = typeRoll switch
|
||||
//{
|
||||
// < 50 => Fighter.Type.Blob,
|
||||
// < 75 => Fighter.Type.BigBlob,
|
||||
// < 90 => Fighter.Type.Mavka,
|
||||
// _ => Fighter.Type.YourMom
|
||||
//};
|
||||
var type = Fighter.Type.Blob;
|
||||
|
||||
var enemy = new Fighter
|
||||
{
|
||||
type = type,
|
||||
health = null,
|
||||
maxHealth = 12,
|
||||
availableActions =
|
||||
[
|
||||
new BlobAttackAction()
|
||||
]
|
||||
};
|
||||
|
||||
return enemy;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dqe1i2qmpttwf
|
||||
@@ -1,181 +0,0 @@
|
||||
using Godot;
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class Fighter : Node2D
|
||||
{
|
||||
[Export] public string name;
|
||||
[Export] public int maxHealth;
|
||||
[Export] public int attackStrength;
|
||||
[Export] public int maxActions = 1;
|
||||
|
||||
[ExportCategory("References")]
|
||||
[Export] private Node2D _attackButtons;
|
||||
[Export] private Node2D _targetButtons;
|
||||
[Export] private Node2D _targetMarker;
|
||||
[Export] private Label _healthText;
|
||||
[Export] private Node2D _visualSprite;
|
||||
|
||||
[Signal] public delegate void DamageTakenEventHandler();
|
||||
[Signal] public delegate void AttackingEventHandler();
|
||||
[Signal] public delegate void DyingEventHandler();
|
||||
[Signal] public delegate void HealedEventHandler();
|
||||
|
||||
|
||||
private int _health;
|
||||
private int _actions;
|
||||
|
||||
|
||||
public FightInstance fightInstance;
|
||||
public int Health
|
||||
{
|
||||
get => _health;
|
||||
set
|
||||
{
|
||||
_health = value;
|
||||
if (_health <= 0)
|
||||
{
|
||||
_health = 0;
|
||||
Die();
|
||||
}
|
||||
if (_health > maxHealth)
|
||||
{
|
||||
_health = maxHealth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Die()
|
||||
{
|
||||
_visualSprite.Scale = new Vector2(1, 0.3f);
|
||||
EmitSignalDying();
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
Health = maxHealth;
|
||||
UpdateHealthVisual();
|
||||
ResetActions();
|
||||
}
|
||||
|
||||
public void Attack()
|
||||
{
|
||||
fightInstance.SelectAttack(this);
|
||||
}
|
||||
|
||||
public void HideAttackButton()
|
||||
{
|
||||
_attackButtons.Hide();
|
||||
}
|
||||
|
||||
public void ShowAttackButton()
|
||||
{
|
||||
_attackButtons.Show();
|
||||
}
|
||||
|
||||
public void HideTargetButtons()
|
||||
{
|
||||
_targetButtons.Hide();
|
||||
}
|
||||
|
||||
public void ShowTargetButtons()
|
||||
{
|
||||
_targetButtons.Show();
|
||||
}
|
||||
|
||||
public void TargetMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
|
||||
{
|
||||
if (inputEvent.IsPressed())
|
||||
ClickedTarget();
|
||||
}
|
||||
|
||||
public void AttackMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
|
||||
{
|
||||
if (inputEvent.IsPressed())
|
||||
ClickedAttack();
|
||||
}
|
||||
|
||||
public void HealMouseEvent(Node viewport, InputEvent inputEvent, int shapeIdx)
|
||||
{
|
||||
if (inputEvent.IsPressed())
|
||||
ClickedHeal();
|
||||
}
|
||||
|
||||
private void ClickedAttack()
|
||||
{
|
||||
fightInstance.SelectAttack(this);
|
||||
}
|
||||
|
||||
private void ClickedHeal()
|
||||
{
|
||||
fightInstance.SelectHeal(this);
|
||||
}
|
||||
|
||||
private void ClickedTarget()
|
||||
{
|
||||
fightInstance.SelectTargetAndAttack(this);
|
||||
}
|
||||
|
||||
public void StartHoverTarget()
|
||||
{
|
||||
_targetMarker.Visible = true;
|
||||
}
|
||||
|
||||
public void EndHoverTarget()
|
||||
{
|
||||
_targetMarker.Visible = false;
|
||||
}
|
||||
|
||||
public void UpdateHealthVisual()
|
||||
{
|
||||
_healthText.Text = $"{Health}/{maxHealth}";
|
||||
}
|
||||
|
||||
public void AttackAnimation(FightAttack attack)
|
||||
{
|
||||
EmitSignalAttacking();
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "global_position", attack.target.GlobalPosition, 0.15);
|
||||
tween.TweenCallback(Callable.From(() => attack.target?.HitAnimation(attack)));
|
||||
tween.TweenProperty(this, "position", new Vector2(0, 0), 0.7)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
|
||||
}
|
||||
|
||||
private void HitAnimation(FightAttack attack)
|
||||
{
|
||||
EmitSignalDamageTaken();
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "scale", new Vector2(1.4f, 0.6f), 0.15);
|
||||
tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
}
|
||||
|
||||
public bool IsDead()
|
||||
{
|
||||
return Health <= 0;
|
||||
}
|
||||
|
||||
public void ResetActions()
|
||||
{
|
||||
_actions = maxActions;
|
||||
}
|
||||
|
||||
public bool HasActionsLeft()
|
||||
{
|
||||
return _actions > 0;
|
||||
}
|
||||
|
||||
public void DecrementActions()
|
||||
{
|
||||
_actions--;
|
||||
}
|
||||
|
||||
public void HealAnimation()
|
||||
{
|
||||
EmitSignalHealed();
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "scale", new Vector2(0.6f, 1.4f), 0.15);
|
||||
tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,132 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public abstract class FighterAction
|
||||
{
|
||||
// enum has explicit values, because they are set in godot signals as integers
|
||||
// e.g. here: BabushkaSceneFightHappening => ActionSelect/BottomPanel/VBoxContainer/MarginContainer/HBoxContainer/MarginContainer/AttackButton
|
||||
public enum AllyActionButton
|
||||
{
|
||||
None,
|
||||
Attack = 1,
|
||||
Summon = 2,
|
||||
Talk = 3,
|
||||
Flee = 4,
|
||||
}
|
||||
|
||||
public class TargetSelection
|
||||
{
|
||||
// ReSharper disable once MemberHidesStaticFromOuterClass
|
||||
public static readonly TargetSelection Skip = new() { skipTargetSelection = () => true };
|
||||
public Func<bool> skipTargetSelection = () => false;
|
||||
}
|
||||
|
||||
public abstract class FighterActionDetail
|
||||
{
|
||||
public abstract bool DetailComplete();
|
||||
}
|
||||
|
||||
private bool _abort = false;
|
||||
|
||||
#region Shortcuts
|
||||
|
||||
protected static FightWorld.FightHappeningData HappeningData =>
|
||||
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Executes the data modification for the action. This must happen instantly and not via a coroutines or callbacks.
|
||||
/// To get a multiple hit effect for one action, use appropriate Visual Manipulation functions in AnimateAction.
|
||||
/// </summary>
|
||||
public virtual void ExecuteAction()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a way to determine, when an action animation is done
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// A variant that can be <c>float</c> or <c>Func<bool></c>.<br/>
|
||||
/// When the return type is <c>float</c>, the animation will take the return value amount of seconds.<br/>
|
||||
/// When the return type is <c>Func<bool></c>, the animation will be done, when the function returns true.
|
||||
/// </returns>
|
||||
public abstract Variant<float, Func<bool>> GetAnimationEnd();
|
||||
|
||||
/// <summary>
|
||||
/// Animates the action.
|
||||
/// </summary>
|
||||
/// <param name="allFightersVisual"></param>
|
||||
public virtual async Task AnimateAction(AllFightersVisual allFightersVisual)
|
||||
{
|
||||
}
|
||||
|
||||
public void MarkAbort()
|
||||
{
|
||||
_abort = true;
|
||||
}
|
||||
|
||||
public bool MarkedForAbort()
|
||||
{
|
||||
return _abort;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the FighterActionDetail, that is currently handled.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual FighterActionDetail CurrentDetail()
|
||||
{
|
||||
throw new Exception("Action has no details to handle");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the next Detail to be handled. Returns false, when there are no more details to handle.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public abstract bool NextDetail();
|
||||
|
||||
/// <summary>
|
||||
/// Returns the action point cost of this action.
|
||||
/// Right now, only the values 1 and 0 make sense.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual int GetActionPointCost()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Will be called right after the action is selected by the player. Can be used to reset the state of the details
|
||||
/// </summary>
|
||||
public virtual void Reset()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If this action should be bound to an action button in the UI, return the corresponding enum value here.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual AllyActionButton BindToActionButton()
|
||||
{
|
||||
return AllyActionButton.None;
|
||||
}
|
||||
|
||||
public class Skip : FighterAction
|
||||
{
|
||||
public override Variant<float, Func<bool>> GetAnimationEnd()
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
|
||||
public override bool NextDetail()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://c60jugfee0bpv
|
||||
@@ -0,0 +1,56 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public class FighterFormation
|
||||
{
|
||||
private readonly List<FightWorld.Fighter?> _fighters;
|
||||
|
||||
public FighterFormation(int slots = 3)
|
||||
{
|
||||
_fighters = [];
|
||||
for (var i = 0; i < slots; i++)
|
||||
{
|
||||
_fighters.Add(null);
|
||||
}
|
||||
}
|
||||
|
||||
public FightWorld.Fighter? GetFighterAtPosition(int position)
|
||||
{
|
||||
Debug.Assert(position >= 0, "position>=0");
|
||||
Debug.Assert(position < _fighters.Count, "position does not exist");
|
||||
|
||||
return _fighters[position];
|
||||
}
|
||||
|
||||
public void SetFighterAtPosition(int position, FightWorld.Fighter value)
|
||||
{
|
||||
Debug.Assert(position >= 0, "position>=0");
|
||||
Debug.Assert(position < _fighters.Count, "position does not exist");
|
||||
|
||||
_fighters[position] = value;
|
||||
}
|
||||
|
||||
public bool ContainsFighter(FightWorld.Fighter fighter)
|
||||
{
|
||||
return _fighters.Contains(fighter);
|
||||
}
|
||||
|
||||
public int GetFirstEmptySlot()
|
||||
{
|
||||
for (var i = 0; i < _fighters.Count; i++)
|
||||
{
|
||||
if (_fighters[i] == null)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public int GetEmptySlotCount()
|
||||
{
|
||||
return _fighters.Count(fighter => fighter == null);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://oipfvb87uyq3
|
||||
@@ -0,0 +1,97 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public class FighterTurn
|
||||
{
|
||||
private class Node
|
||||
{
|
||||
public required Node next;
|
||||
public required FightWorld.Fighter fighter;
|
||||
}
|
||||
|
||||
private Node? _currentNode;
|
||||
|
||||
public FightWorld.Fighter Current => _currentNode?.fighter ?? throw new InvalidOperationException("No current fighter");
|
||||
|
||||
public void Next()
|
||||
{
|
||||
Debug.Assert(_currentNode != null, "currentNode!=null");
|
||||
_currentNode = _currentNode.next;
|
||||
}
|
||||
|
||||
public FightWorld.Fighter PeekNext()
|
||||
{
|
||||
Debug.Assert(_currentNode != null, "currentNode!=null");
|
||||
return _currentNode.next.fighter;
|
||||
}
|
||||
|
||||
public void AddAsLast(FightWorld.Fighter value)
|
||||
{
|
||||
// if first node
|
||||
if (_currentNode == null)
|
||||
{
|
||||
_currentNode = new Node { fighter = value, next = null! };
|
||||
_currentNode.next = _currentNode;
|
||||
return;
|
||||
}
|
||||
|
||||
var newNode = new Node { fighter = value, next = _currentNode };
|
||||
var node = _currentNode;
|
||||
while (node.next != _currentNode)
|
||||
{
|
||||
node = node.next;
|
||||
}
|
||||
|
||||
node.next = newNode;
|
||||
}
|
||||
|
||||
public void AddAsNext(FightWorld.Fighter value)
|
||||
{
|
||||
// if first node
|
||||
if (_currentNode == null)
|
||||
{
|
||||
AddAsLast(value);
|
||||
return;
|
||||
}
|
||||
|
||||
var newNode = new Node { fighter = value, next = _currentNode.next };
|
||||
_currentNode.next = newNode;
|
||||
}
|
||||
|
||||
public bool Remove(FightWorld.Fighter value)
|
||||
{
|
||||
if (_currentNode == null) return false;
|
||||
|
||||
// if only one node
|
||||
if (_currentNode.next == _currentNode)
|
||||
{
|
||||
if (_currentNode.fighter == value)
|
||||
{
|
||||
_currentNode = null;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
var node = _currentNode;
|
||||
do
|
||||
{
|
||||
// next is the fighter to remove
|
||||
if (node.next.fighter == value)
|
||||
{
|
||||
// if removing current, keep current
|
||||
// it will be implicitly deleted by loss of reference on the next Next() call
|
||||
|
||||
node.next = node.next.next;
|
||||
return true;
|
||||
}
|
||||
|
||||
node = node.next;
|
||||
} while (node != _currentNode);
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bahm4ukspymm2
|
||||
@@ -0,0 +1,98 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Fight.ActionDetails;
|
||||
using Babushka.scripts.CSharp.Common.Fight.UI;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
|
||||
public partial class FighterVisual : Node2D
|
||||
{
|
||||
#region Shortcuts
|
||||
|
||||
private FightWorld.FightHappeningData HappeningData =>
|
||||
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
|
||||
#endregion
|
||||
|
||||
[ExportCategory("References")]
|
||||
[Export] private Node2D _visualParent = null!;
|
||||
[Export] private Node2D _targetSelectionParent = null!;
|
||||
[Export] public FighterHealthBarVisual healthBarVisual = null!;
|
||||
|
||||
|
||||
private FightWorld.Fighter _boundFighter;
|
||||
|
||||
public void Initialize(FightWorld.Fighter fighter)
|
||||
{
|
||||
_boundFighter = fighter;
|
||||
UpdateMirrorState();
|
||||
UpdateHealthBar();
|
||||
}
|
||||
|
||||
/// <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()
|
||||
{
|
||||
_visualParent.Scale = new Vector2(_boundFighter.IsInFormation(HappeningData.enemyFighterFormation) ? -1 : 1, 1);
|
||||
}
|
||||
|
||||
public void UpdateHealthBar()
|
||||
{
|
||||
healthBarVisual.UpdateHealth(_boundFighter.GetHealth(), _boundFighter.maxHealth);
|
||||
}
|
||||
|
||||
public void SetTargetSelectionActive(bool value)
|
||||
{
|
||||
_targetSelectionParent.Visible = value;
|
||||
_targetSelectionParent.ProcessMode = value ? ProcessModeEnum.Inherit : ProcessModeEnum.Disabled;
|
||||
}
|
||||
|
||||
// listen from inside
|
||||
public void ClickedTarget()
|
||||
{
|
||||
if (HappeningData.actionStaging!.CurrentDetail() is not TargetSelectActionDetail targetDetail)
|
||||
throw new InvalidOperationException("No target selection needed right now");
|
||||
|
||||
targetDetail.SetTarget(_boundFighter);
|
||||
FightHappening.Instance.DetailFilled();
|
||||
}
|
||||
|
||||
// Animations
|
||||
public async Task AnimatePosToTarget(FighterVisual targetVisual, double duration = 0.15)
|
||||
{
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(_visualParent, "global_position", targetVisual.GlobalPosition, 0.15);
|
||||
await ToSignal(tween, "finished");
|
||||
}
|
||||
|
||||
public async Task AnimatePosToBase(double duration = 0.7)
|
||||
{
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(_visualParent, "position", new Vector2(0, 0), 0.15);
|
||||
await ToSignal(tween, "finished");
|
||||
}
|
||||
|
||||
public async Task AnimateHit()
|
||||
{
|
||||
var tween = GetTree().CreateTween();
|
||||
tween.TweenProperty(this, "scale", new Vector2(1.4f, 0.6f), 0.15);
|
||||
tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
|
||||
.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
await ToSignal(tween, "finished");
|
||||
}
|
||||
|
||||
// Keep for reference for new Heal animation
|
||||
//public void HealAnimation()
|
||||
//{
|
||||
// EmitSignalHealed();
|
||||
// var tween = GetTree().CreateTween();
|
||||
// tween.TweenProperty(this, "scale", new Vector2(0.6f, 1.4f), 0.15);
|
||||
// tween.TweenProperty(this, "scale", new Vector2(1, 1), 0.4)
|
||||
// .SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
|
||||
//}
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
using Godot;
|
||||
using System;
|
||||
using Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class NextRoomTrigger : Area2D
|
||||
{
|
||||
[Export] private int pathIndex;
|
||||
|
||||
public override void _EnterTree()
|
||||
{
|
||||
BodyEntered += _OnBodyEnter;
|
||||
}
|
||||
|
||||
private void _OnBodyEnter(Node2D other)
|
||||
{
|
||||
var fss = GetNode<FightSceneSwitcher>("%FightSceneSwitcher");
|
||||
fss.SwitchRoom(pathIndex);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bryibv73x5iwr
|
||||
@@ -0,0 +1,7 @@
|
||||
using System;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public class NoFightHappeningException() : Exception("No fight happening right now")
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://b2n37glcxm8wv
|
||||
@@ -0,0 +1,49 @@
|
||||
using System.Diagnostics;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class PathSetup : Node
|
||||
{
|
||||
[Export] private int pathId;
|
||||
|
||||
[ExportCategory("Variants")] [Export] private CanvasItem closedVariant;
|
||||
[Export] private CanvasItem nextRoomVariant;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
SetupPathVariant();
|
||||
}
|
||||
|
||||
private void SetupPathVariant()
|
||||
{
|
||||
Debug.Assert(FightWorld.Instance.currentRoom != null);
|
||||
if (FightWorld.Instance.currentRoom.paths.TryGetValue(pathId, out var nextRoom))
|
||||
{
|
||||
ShowOnlyVariant(nextRoomVariant);
|
||||
}
|
||||
else
|
||||
{
|
||||
ShowOnlyVariant(closedVariant);
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowOnlyVariant(CanvasItem variantToShow)
|
||||
{
|
||||
HideVariant(closedVariant);
|
||||
HideVariant(nextRoomVariant);
|
||||
ShowVariant(variantToShow);
|
||||
}
|
||||
|
||||
private void ShowVariant(CanvasItem variant)
|
||||
{
|
||||
variant.Visible = true;
|
||||
variant.ProcessMode = ProcessModeEnum.Always;
|
||||
}
|
||||
|
||||
private void HideVariant(CanvasItem variant)
|
||||
{
|
||||
variant.Visible = false;
|
||||
variant.ProcessMode = ProcessModeEnum.Disabled;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://dpkx2gbg7b5xh
|
||||
@@ -0,0 +1,20 @@
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class RoamingEnemyGroup : Node2D
|
||||
{
|
||||
private FightWorld.FighterGroup _boundEnemyGroup;
|
||||
private FightSceneSwitcher _fightSceneSwitcher;
|
||||
|
||||
public void Initialize(FightWorld.FighterGroup enemyGroup, FightSceneSwitcher fightSceneSwitcher)
|
||||
{
|
||||
_boundEnemyGroup = enemyGroup;
|
||||
_fightSceneSwitcher = fightSceneSwitcher;
|
||||
}
|
||||
|
||||
public void StartFight()
|
||||
{
|
||||
_fightSceneSwitcher.SwitchToFight(_boundEnemyGroup);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://lequnojtar76
|
||||
@@ -0,0 +1,22 @@
|
||||
using System.Threading.Tasks;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
|
||||
public partial class SwitchSceneOnFightEnd : Node
|
||||
{
|
||||
[Export] private FightSceneSwitcher _fightSceneSwitcher = null!;
|
||||
|
||||
public void OnFightStateEnter(FightHappening.FightState to)
|
||||
{
|
||||
if (to is FightHappening.FightState.PlayerWin
|
||||
or FightHappening.FightState.EnemyWin)
|
||||
_ = SwitchSceneAfterTime(2.0f);
|
||||
}
|
||||
|
||||
private async Task SwitchSceneAfterTime(float seconds)
|
||||
{
|
||||
await ToSignal(GetTree().CreateTimer(seconds), "timeout");
|
||||
_fightSceneSwitcher.ExitFight();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://2f7rqk50gtdg
|
||||
@@ -0,0 +1,35 @@
|
||||
using System.Linq;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight.UI;
|
||||
|
||||
public partial class ActionSelectUiSetup : CanvasLayer
|
||||
{
|
||||
// shortcuts
|
||||
private FightWorld.FightHappeningData HappeningData =>
|
||||
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
|
||||
private FightWorld.Fighter CurrentFighter => HappeningData.fighterTurn.Current;
|
||||
|
||||
// references
|
||||
[Export] private Button _attackActionButton = null!;
|
||||
[Export] private Button _summonActionButton = null!;
|
||||
[Export] private Button _talkActionButton = null!;
|
||||
[Export] private Button _fleeActionButton = null!;
|
||||
|
||||
// gets called from a state reaction enter (InputActionSelect)
|
||||
public void StateEntered()
|
||||
{
|
||||
var actions = CurrentFighter.availableActions;
|
||||
|
||||
_attackActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Attack);
|
||||
_summonActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Summon);
|
||||
_talkActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Talk);
|
||||
_fleeActionButton.Visible = actions.Any(a => a.BindToActionButton() == FighterAction.AllyActionButton.Flee);
|
||||
}
|
||||
|
||||
public void SelectAction(FighterAction.AllyActionButton actionButton)
|
||||
{
|
||||
var action = CurrentFighter.availableActions.First(a => a.BindToActionButton() == actionButton);
|
||||
FightHappening.Instance.ActionSelect(action);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://byf2ywov34g0x
|
||||
@@ -0,0 +1,14 @@
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Fight.UI;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class FighterHealthBarVisual : Node2D
|
||||
{
|
||||
[Export] private Label _tmpHealthLabel = null!;
|
||||
|
||||
public void UpdateHealth(int currentHealth, int maxHealth)
|
||||
{
|
||||
_tmpHealthLabel.Text = $"{currentHealth} / {maxHealth}";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://b2dx06p6i7pu0
|
||||
@@ -0,0 +1,16 @@
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public partial class TargetSelectionClick : Area2D
|
||||
{
|
||||
[Signal]
|
||||
public delegate void TargetSelectedEventHandler();
|
||||
|
||||
public override void _InputEvent(Viewport viewport, InputEvent @event, int shapeIdx)
|
||||
{
|
||||
if (@event is InputEventMouseButton { Pressed: true, ButtonIndex: MouseButton.Left })
|
||||
{
|
||||
EmitSignalTargetSelected();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://boprnfciqgixf
|
||||
@@ -4,6 +4,6 @@ public class FightAttack
|
||||
{
|
||||
public int damage;
|
||||
public bool needsSelectedTarget;
|
||||
public Fighter? target;
|
||||
public Fighter attacker;
|
||||
public FighterVisual? target;
|
||||
public FighterVisual attacker;
|
||||
}
|
||||
@@ -19,10 +19,10 @@ public partial class FightManager : Node
|
||||
|
||||
public FightParty fightParty = new();
|
||||
|
||||
public void StartFight(PackedScene[] enemies, FightInstance instance)
|
||||
public void StartFight(PackedScene[] enemies, FightHappening happening)
|
||||
{
|
||||
GD.Print("Starting Fight");
|
||||
instance.Start(fightParty, enemies);
|
||||
//happening.Start(fightParty, enemies);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -4,7 +4,7 @@ namespace Babushka.scripts.CSharp.Common.Fight;
|
||||
public partial class FightStarter : Node
|
||||
{
|
||||
[Export(PropertyHint.ArrayType)] private PackedScene[] enemies;
|
||||
[Export] private FightInstance _fightInstance;
|
||||
//[Export] private FightHappening _fightHappening;
|
||||
[Export] private bool _once = true;
|
||||
private bool hasBeenStarted = false;
|
||||
|
||||
@@ -14,6 +14,6 @@ public partial class FightStarter : Node
|
||||
return;
|
||||
|
||||
hasBeenStarted = true;
|
||||
FightManager.Instance.StartFight(enemies, _fightInstance);
|
||||
//FightManager.Instance.StartFight(enemies, _fightHappening);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,212 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net;
|
||||
using System.Threading.Tasks;
|
||||
using Babushka.scripts.CSharp.Common.Util;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Minigame;
|
||||
|
||||
public partial class MinigameController : Node2D
|
||||
{
|
||||
public enum RegionTheme
|
||||
{
|
||||
Disabled,
|
||||
VeryBad,
|
||||
Bad,
|
||||
Normal,
|
||||
NormalAlt1,
|
||||
NormalAlt2,
|
||||
God,
|
||||
VeryGood
|
||||
}
|
||||
|
||||
public class Builder<T>
|
||||
{
|
||||
internal class Region
|
||||
{
|
||||
public required T value;
|
||||
public float proportion = 1f;
|
||||
public string text = "";
|
||||
public RegionTheme theme = RegionTheme.Normal;
|
||||
}
|
||||
|
||||
public enum DoubleHitHandling
|
||||
{
|
||||
Allow,
|
||||
Disallow,
|
||||
Remove,
|
||||
}
|
||||
|
||||
internal List<Region> regions = new();
|
||||
internal DoubleHitHandling doubleHitHandling = DoubleHitHandling.Allow;
|
||||
internal int maxHitCount = 3;
|
||||
|
||||
// add region
|
||||
public Builder<T> AddRegion(T value)
|
||||
{
|
||||
regions.Add(new Region { value = value });
|
||||
return this;
|
||||
}
|
||||
|
||||
// region settings
|
||||
public Builder<T> RegionWithProportion(float proportion)
|
||||
{
|
||||
if (regions.Count == 0)
|
||||
throw new InvalidOperationException("No region to set proportion for");
|
||||
|
||||
regions.Last().proportion = proportion;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Builder<T> RegionWithText(string text)
|
||||
{
|
||||
if (regions.Count == 0)
|
||||
throw new InvalidOperationException("No region to set text for");
|
||||
|
||||
regions.Last().text = text;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Builder<T> RegionWithTheme(RegionTheme theme)
|
||||
{
|
||||
if (regions.Count == 0)
|
||||
throw new InvalidOperationException("No region to set theme for");
|
||||
|
||||
regions.Last().theme = theme;
|
||||
return this;
|
||||
}
|
||||
|
||||
// general settings
|
||||
public Builder<T> WithDoubleHitHandling(DoubleHitHandling handling)
|
||||
{
|
||||
if (handling != DoubleHitHandling.Allow)
|
||||
throw new NotImplementedException();
|
||||
|
||||
doubleHitHandling = handling;
|
||||
return this;
|
||||
}
|
||||
|
||||
public Builder<T> WithHitCount(int hitCount)
|
||||
{
|
||||
this.maxHitCount = hitCount;
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
private TaskCompletionSource? _minigameComplete;
|
||||
private List<int>? _hits;
|
||||
private float _armPosition = 0f;
|
||||
private float _armSpeed = 1f;
|
||||
private List<float>? _regions;
|
||||
private int _maxHitCount;
|
||||
|
||||
[Export] private PackedScene _regionVisualPrefab = null!;
|
||||
[Export] private Node2D _regionsParent = null!;
|
||||
[Export] private Color _baseRegionColor = Colors.Red;
|
||||
|
||||
[Signal] public delegate void ArmMovedEventHandler(float newPos);
|
||||
|
||||
public override void _EnterTree()
|
||||
{
|
||||
HideMinigame();
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
_armPosition += _armSpeed * (float)delta;
|
||||
_armPosition = Mathf.PosMod(_armPosition, 1);
|
||||
EmitSignalArmMoved(_armPosition);
|
||||
}
|
||||
|
||||
public async Task<List<T>> Run<T>(Builder<T> builder)
|
||||
{
|
||||
ShowMinigame();
|
||||
Setup(builder);
|
||||
await _minigameComplete!.Task;
|
||||
var returnValue = _hits!.Select(h => builder.regions[h].value).ToList();
|
||||
Reset();
|
||||
HideMinigame();
|
||||
return returnValue;
|
||||
}
|
||||
|
||||
public void Hit()
|
||||
{
|
||||
if (_hits == null) return;
|
||||
|
||||
int i;
|
||||
for (i = 0; i < _regions!.Count - 1; i++)
|
||||
{
|
||||
if (_armPosition < _regions[i])
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_hits.Add(i);
|
||||
|
||||
_armSpeed = -_armSpeed;
|
||||
|
||||
if (_hits.Count >= _maxHitCount)
|
||||
{
|
||||
_minigameComplete!.SetResult();
|
||||
}
|
||||
}
|
||||
|
||||
private void Setup<T>(Builder<T> builder)
|
||||
{
|
||||
_minigameComplete = new();
|
||||
_hits = [];
|
||||
_armPosition = 0f;
|
||||
_armSpeed = 1f;
|
||||
_regions = [];
|
||||
|
||||
SetupRegions(builder);
|
||||
|
||||
_maxHitCount = builder.maxHitCount;
|
||||
}
|
||||
|
||||
private void SetupRegions<T>(Builder<T> builder)
|
||||
{
|
||||
// common calculations
|
||||
var totalRegionProportion = builder.regions.Sum(r => r.proportion);
|
||||
|
||||
// spawn regions
|
||||
var regionSum = 0f;
|
||||
foreach (var region in builder.regions)
|
||||
{
|
||||
var regionVisual = _regionVisualPrefab.Instantiate<RegionVisual>();
|
||||
_regionsParent.AddChild(regionVisual);
|
||||
|
||||
var normalisedAngleStart = regionSum / totalRegionProportion;
|
||||
var normalisedAngleEnd = (regionSum + region.proportion) / totalRegionProportion;
|
||||
var normalAngles = new Vector2(normalisedAngleStart, normalisedAngleEnd);
|
||||
|
||||
regionVisual.Setup(normalAngles, _baseRegionColor.RandomHue(), region.text, region.theme);
|
||||
|
||||
regionSum += region.proportion;
|
||||
|
||||
_regions!.Add(normalisedAngleEnd);
|
||||
}
|
||||
}
|
||||
|
||||
private void ShowMinigame()
|
||||
{
|
||||
Show();
|
||||
ProcessMode = ProcessModeEnum.Inherit;
|
||||
}
|
||||
|
||||
private void HideMinigame()
|
||||
{
|
||||
Hide();
|
||||
ProcessMode = ProcessModeEnum.Disabled;
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
_minigameComplete = null;
|
||||
_hits = null;
|
||||
_regionsParent.GetChildren().ForEach(c => c.QueueFree());
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://ct7l4er2kljnc
|
||||
@@ -0,0 +1,32 @@
|
||||
using Godot;
|
||||
using System;
|
||||
using Babushka.scripts.CSharp.Common.Minigame;
|
||||
using Godot.Collections;
|
||||
|
||||
public partial class RegionVisual : Node
|
||||
{
|
||||
[Export] private Sprite2D _sliceSprite;
|
||||
[Export] private Label _textLabel;
|
||||
[Export] private Node2D _labelPivot;
|
||||
|
||||
[Export(PropertyHint.DictionaryType)] private Dictionary<MinigameController.RegionTheme, Color> _fillColors = new();
|
||||
|
||||
public void Setup(Vector2 normalAngles, Color color, string regionText, MinigameController.RegionTheme regionTheme)
|
||||
{
|
||||
var mat = (_sliceSprite.Material as ShaderMaterial)!;
|
||||
mat.SetShaderParameter("angles", normalAngles);
|
||||
mat.SetShaderParameter("fillColor", GetFillColor(regionTheme));
|
||||
|
||||
var averageAngleRadians = (normalAngles.X + normalAngles.Y) * float.Pi; // '/ 2' from the average and '* 2' from the radians cancel out
|
||||
_labelPivot.Rotation = averageAngleRadians;
|
||||
_textLabel.Rotation = -averageAngleRadians;
|
||||
|
||||
_textLabel.Text = regionText;
|
||||
}
|
||||
|
||||
private Color GetFillColor(MinigameController.RegionTheme theme)
|
||||
{
|
||||
if (_fillColors.TryGetValue(theme, out var color)) return color;
|
||||
throw new InvalidOperationException($"No fill color for theme {theme}");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cdpsa4qrlai31
|
||||
@@ -0,0 +1,10 @@
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public partial class SpinnyArmVisual : Node2D
|
||||
{
|
||||
public void SetAngle(float normalAngle)
|
||||
{
|
||||
Rotation = normalAngle * float.Pi * 2;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://djkyrp24ljff0
|
||||
@@ -0,0 +1,30 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Babushka.scripts.CSharp.Common.Minigame;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.TestScripts;
|
||||
|
||||
public partial class MinigameTestStarter : Node
|
||||
{
|
||||
[Export] private MinigameController _minigameController = null!;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_minigameController.Run(
|
||||
new MinigameController.Builder<int>()
|
||||
.WithHitCount(5)
|
||||
.AddRegion(1)
|
||||
.AddRegion(2).RegionWithProportion(2)
|
||||
.AddRegion(3)
|
||||
.AddRegion(4).RegionWithProportion(2)
|
||||
.AddRegion(5)
|
||||
.AddRegion(6).RegionWithProportion(2)
|
||||
).ContinueWith(task => OnEnd(task.Result));
|
||||
}
|
||||
|
||||
private void OnEnd(List<int> result)
|
||||
{
|
||||
GD.Print(string.Join(" ,", result));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://iv0dbf32bfw1
|
||||
Bitte in Plural umbenennen.