Add TriggerActionFactory and related resources for button and logic sequence components
This commit is contained in:
15
Code/Resources/ButtonComponentResource.cs
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15
Code/Resources/ButtonComponentResource.cs
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using Godot;
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using Godot.Collections;
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namespace CryptonymThunder.Code.Resources;
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[GlobalClass]
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public partial class ButtonComponentResource : Resource
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{
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[Export] public string ChannelId { get; set; } = "default_channel";
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[Export] public bool IsToggle { get; set; } = false;
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[Export] public bool IsOneTimeUse { get; set; } = false;
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[ExportGroup("Requirements")]
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[Export] public Array<InteractionRequirementResource> Requirements { get; set; } = [];
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}
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1
Code/Resources/ButtonComponentResource.cs.uid
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1
Code/Resources/ButtonComponentResource.cs.uid
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uid://cc1okvlx8p0tr
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9
Code/Resources/DebugMessageActionResource.cs
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9
Code/Resources/DebugMessageActionResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources;
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[GlobalClass]
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public partial class DebugMessageActionResource : TriggerActionResource
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{
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[Export(PropertyHint.MultilineText)] public string Message { get; set; } = "Trigger Fired!";
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}
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1
Code/Resources/DebugMessageActionResource.cs.uid
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1
Code/Resources/DebugMessageActionResource.cs.uid
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uid://duqvidui7v7bk
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12
Code/Resources/LogicSequenceComponentResource.cs
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12
Code/Resources/LogicSequenceComponentResource.cs
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using Godot;
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using Godot.Collections;
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namespace CryptonymThunder.Code.Resources;
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[GlobalClass]
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public partial class LogicSequenceComponentResource : Resource
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{
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[Export] public Array<string> RequiredChannels { get; set; } = [];
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[Export] public Array<TriggerActionResource> OnCompleteActions { get; set; } = [];
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[Export] public bool IsOneTimeTrigger { get; set; } = true;
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}
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1
Code/Resources/LogicSequenceComponentResource.cs.uid
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1
Code/Resources/LogicSequenceComponentResource.cs.uid
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uid://c4csquqmqqqww
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10
Code/Resources/SpawnEntityActionResource.cs
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10
Code/Resources/SpawnEntityActionResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources;
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[GlobalClass]
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public partial class SpawnEntityActionResource : TriggerActionResource
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{
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[Export] public string ArchetypeId { get; set; } = "enemy_grunt";
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[Export] public string SpawnerWorldId { get; set; } = "spawner_location_1";
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}
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1
Code/Resources/SpawnEntityActionResource.cs.uid
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1
Code/Resources/SpawnEntityActionResource.cs.uid
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uid://crcl8s0sk5ye4
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8
Code/Resources/TriggerActionResource.cs
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8
Code/Resources/TriggerActionResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources;
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public partial class TriggerActionResource : Resource
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{
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}
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1
Code/Resources/TriggerActionResource.cs.uid
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1
Code/Resources/TriggerActionResource.cs.uid
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uid://nygfwfh0v684
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9
Code/Resources/UnlockDoorActionResource.cs
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9
Code/Resources/UnlockDoorActionResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources;
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[GlobalClass]
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public partial class UnlockDoorActionResource : TriggerActionResource
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{
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[Export] public string TargetWorldId { get; set; } = "door_to_unlock";
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}
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1
Code/Resources/UnlockDoorActionResource.cs.uid
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1
Code/Resources/UnlockDoorActionResource.cs.uid
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uid://cgsqrgdok7ovp
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9
Code/Resources/WorldIdComponentResource.cs
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9
Code/Resources/WorldIdComponentResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources;
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[GlobalClass]
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public partial class WorldIdComponentResource : Resource
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{
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[Export] public string WorldId { get; set; } = "unique_id_01";
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}
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1
Code/Resources/WorldIdComponentResource.cs.uid
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1
Code/Resources/WorldIdComponentResource.cs.uid
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uid://rd33g3u352g6
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