Add door interaction system with requirements and HUD integration
This commit is contained in:
@@ -7,6 +7,7 @@ using GameCore.Combat;
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using GameCore.Combat.Interfaces;
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using GameCore.ECS.Interfaces;
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using GameCore.Input;
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using GameCore.Interaction;
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using GameCore.Inventory;
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using GameCore.Movement;
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using GameCore.Physics;
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@@ -19,10 +20,12 @@ public class ComponentFactory
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{
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private readonly Dictionary<Type, Func<Resource, IComponent>> _factories = new();
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private readonly EffectFactory _effectFactory;
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private readonly InteractionRequirementFactory _requirementFactory;
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public ComponentFactory(EffectFactory effectFactory)
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public ComponentFactory(EffectFactory effectFactory, InteractionRequirementFactory requirementFactory)
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{
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_effectFactory = effectFactory;
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_requirementFactory = requirementFactory;
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Register<AttributeComponentResource>(CreateAttributeComponent);
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Register<WeaponComponentResource>(CreateWeaponComponent);
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@@ -36,6 +39,7 @@ public class ComponentFactory
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Register<InventoryComponentResource>(_ => new InventoryComponent());
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Register<PickupComponentResource>(CreatePickupComponent);
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Register<EquipmentComponentResource>(_ => new EquipmentComponent());
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Register<DoorComponentResource>(CreateDoorComponent);
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}
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public IComponent Create(Resource resource)
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@@ -104,4 +108,25 @@ public class ComponentFactory
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OnAcquireEffects = onAcquireEffects,
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};
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}
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private DoorComponent CreateDoorComponent(DoorComponentResource resource)
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{
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var component = new DoorComponent
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{
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CurrentState = resource.InitialState,
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IsOneTimeUnlock = resource.IsOneTimeUnlock,
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OpenSpeed = resource.OpenSpeed,
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};
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foreach (var reqResource in resource.Requirements)
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{
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var requirement = _requirementFactory.Create(reqResource);
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if (requirement != null)
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{
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component.Requirements.Add(requirement);
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}
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}
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return component;
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}
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}
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19
Code/Factories/InteractionRequirementFactory.cs
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19
Code/Factories/InteractionRequirementFactory.cs
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@@ -0,0 +1,19 @@
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using System;
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using CryptonymThunder.Code.Resources;
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using GameCore.Interaction;
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using GameCore.Interaction.Interfaces;
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namespace CryptonymThunder.Code.Factories;
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public class InteractionRequirementFactory
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{
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public IInteractionRequirement Create(InteractionRequirementResource resource)
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{
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return resource switch
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{
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RequiresItemRequirementResource itemReq => new RequiresItemRequirement(itemReq.ItemId, itemReq.Quantity, itemReq.ConsumeItem),
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RequiresAttributeRequirementResource attrReq => new RequiresAttributeRequirement(attrReq.Attribute, attrReq.RequiredValue, attrReq.Comparison),
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_ => throw new ArgumentOutOfRangeException(nameof(resource), $"Requirement type {resource.GetType().Name} not recognized")
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};
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}
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}
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1
Code/Factories/InteractionRequirementFactory.cs.uid
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1
Code/Factories/InteractionRequirementFactory.cs.uid
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@@ -0,0 +1 @@
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uid://cdgsevqxru4oe
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54
Code/Presenters/DoorPresenter.cs
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54
Code/Presenters/DoorPresenter.cs
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@@ -0,0 +1,54 @@
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Interaction;
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using Godot;
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namespace CryptonymThunder.Code.Presenters;
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[GlobalClass]
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public partial class DoorPresenter : AnimatableBody3D, IEntityPresenter, IPresenterComponent
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{
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[Export] private AnimationPlayer _animationPlayer;
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[Export] private string _openAnimationName = "Open";
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private DoorComponent _doorComponent;
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private Animation _openAnimation;
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public Entity CoreEntity { get; set; }
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public void Initialize(Entity coreEntity, World world)
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{
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CoreEntity = coreEntity;
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_doorComponent = world.GetComponent<DoorComponent>(CoreEntity);
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if (_animationPlayer == null)
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{
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world.Logger.Error($"DoorPresenter '{Name}' is missing an AnimationPlayer!");
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return;
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}
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if (!_animationPlayer.HasAnimation(_openAnimationName))
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{
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world.Logger.Error($"DoorPresenter '{Name}' AnimationPlayer is missing animation: '{_openAnimationName}'");
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return;
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}
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_openAnimation = _animationPlayer.GetAnimation(_openAnimationName);
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_animationPlayer.Play(_openAnimationName);
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_animationPlayer.Pause();
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SyncToPresentation(0f);
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}
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public void SyncToPresentation(float delta)
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{
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if (_doorComponent == null || _openAnimation == null) return;
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var targetTime = _doorComponent.OpenProgress * _openAnimation.Length;
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_animationPlayer.Seek(targetTime, true);
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}
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public void SyncToCore(float delta)
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{
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}
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}
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1
Code/Presenters/DoorPresenter.cs.uid
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1
Code/Presenters/DoorPresenter.cs.uid
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@@ -0,0 +1 @@
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uid://bxqite0b1di2b
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@@ -11,6 +11,7 @@ using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Events;
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using GameCore.Input;
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using GameCore.Interaction;
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using GameCore.Inventory;
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using GameCore.Logging;
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using GameCore.Logging.Interfaces;
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@@ -27,6 +28,7 @@ public partial class GamePresenter : Node
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[Export] private WeaponDatabase WeaponDatabase { get; set; }
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[Export] private EntityArchetype PlayerArchetype { get; set; }
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[Export] private SimulationConfigResource SimulationConfig { get; set; }
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[Export(PropertyHint.Range, "1.0, 10.0, 0.1")] private float InteractionRange { get; set; } = 3.0f;
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private World _world;
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private PresenterRegistry _presenterRegistry;
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@@ -61,7 +63,8 @@ public partial class GamePresenter : Node
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_world = new World(_inputService, _worldQuery, simConfig, _logger);
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var effectFactory = new EffectFactory();
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var componentFactory = new ComponentFactory(effectFactory);
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var requirementFactory = new InteractionRequirementFactory();
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var componentFactory = new ComponentFactory(effectFactory, requirementFactory);
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var weaponDataService = new GodotWeaponDataService(WeaponDatabase, effectFactory);
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_presenterFactory = new PresenterFactory(_world, componentFactory, _presenterRegistry, this);
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@@ -80,10 +83,14 @@ public partial class GamePresenter : Node
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_world.RegisterSystem(new WeaponSwapSystem());
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_world.RegisterSystem(new EquipmentSystem(_world, weaponDataService));
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_world.RegisterSystem(new InteractionSystem(InteractionRange));
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_world.RegisterSystem(new DoorSystem());
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_world.RegisterSystem(new WeaponSystem());
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_world.RegisterSystem(new ProjectileSystem());
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_world.RegisterSystem(new ProjectileInitializationSystem(_world));
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_world.RegisterSystem(new HealingSystem(_world));
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_world.RegisterSystem(new DamageSystem(_world));
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_world.RegisterSystem(new ProjectileCleanupSystem());
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@@ -5,6 +5,7 @@ using GameCore.Combat.Effects;
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Events;
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using GameCore.Interaction;
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using GameCore.Inventory;
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using GameCore.Player;
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using Godot;
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@@ -23,6 +24,7 @@ public partial class HudPresenterComponent : Control, IPresenterComponent
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[Export] private Label _healthLabel;
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[Export] private Label _ammoLabel;
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[Export] private Label _weaponLabel;
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[Export] private Label _interactLabel;
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private string _currentAmmoId;
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@@ -45,6 +47,11 @@ public partial class HudPresenterComponent : Control, IPresenterComponent
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_world.Subscribe<EntityHealedEvent>(OnEntityHealed);
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_world.Subscribe<InventoryItemChangedEvent>(OnInventoryChanged);
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_world.Subscribe<WeaponEquippedEvent>(OnWeaponEquipped);
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if (_interactLabel != null)
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{
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_interactLabel.Visible = false;
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}
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}
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private void OnWeaponEquipped(WeaponEquippedEvent e)
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@@ -113,6 +120,34 @@ public partial class HudPresenterComponent : Control, IPresenterComponent
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public void SyncToPresentation(float delta)
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{
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if (_interactLabel != null)
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{
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var lookingAt = _world.GetComponent<IsLookingAtInteractableComponent>(_playerEntity);
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if (lookingAt != null)
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{
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var door = _world.GetComponent<DoorComponent>(lookingAt.Target);
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if (door != null)
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{
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var interactKey = "F";
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_interactLabel.Text = door.CurrentState switch
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{
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DoorComponent.DoorState.Locked => $"[{interactKey}] Interact (Locked)",
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DoorComponent.DoorState.Closed => $"[{interactKey}] Open Door",
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DoorComponent.DoorState.Open => $"[{interactKey}] Close Door",
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_ => ""
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};
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_interactLabel.Visible = !string.IsNullOrEmpty(_interactLabel.Text);
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}
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else
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{
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_interactLabel.Visible = false;
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}
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}
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else
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{
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_interactLabel.Visible = false;
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}
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}
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}
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public void SyncToCore(float delta)
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15
Code/Resources/DoorComponentResource.cs
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15
Code/Resources/DoorComponentResource.cs
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@@ -0,0 +1,15 @@
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using GameCore.Interaction;
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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 DoorComponentResource : Resource
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{
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[Export] public DoorComponent.DoorState InitialState { get; set; } = DoorComponent.DoorState.Closed;
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[Export] public bool IsOneTimeUnlock { get; set; } = false;
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[Export(PropertyHint.Range, "0.1,10.0,0.1")] public float OpenSpeed { get; set; } = 1.0f;
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[ExportGroup("Requirements")] [Export] public Array<InteractionRequirementResource> Requirements { get; set; } = [];
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}
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1
Code/Resources/DoorComponentResource.cs.uid
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1
Code/Resources/DoorComponentResource.cs.uid
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@@ -0,0 +1 @@
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uid://ymtyxkea76mv
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9
Code/Resources/InteractionRequirementResource.cs
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9
Code/Resources/InteractionRequirementResource.cs
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@@ -0,0 +1,9 @@
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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 InteractionRequirementResource : Resource
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{
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}
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1
Code/Resources/InteractionRequirementResource.cs.uid
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1
Code/Resources/InteractionRequirementResource.cs.uid
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@@ -0,0 +1 @@
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uid://dtqh3dwx7xc5u
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13
Code/Resources/RequiresAttributeRequirementResource.cs
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13
Code/Resources/RequiresAttributeRequirementResource.cs
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@@ -0,0 +1,13 @@
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using GameCore.Attributes;
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using GameCore.Interaction;
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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 RequiresAttributeRequirementResource : InteractionRequirementResource
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{
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[Export] public Attribute Attribute { get; set; } = Attribute.Level;
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[Export] public float RequiredValue { get; set; } = 1.0f;
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[Export] public ComparisonType Comparison { get; set; } = ComparisonType.GreaterOrEqual;
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}
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@@ -0,0 +1 @@
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uid://d07gx65gcsvb
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11
Code/Resources/RequiresItemRequirementResource.cs
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11
Code/Resources/RequiresItemRequirementResource.cs
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@@ -0,0 +1,11 @@
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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 RequiresItemRequirementResource : InteractionRequirementResource
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{
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[Export] public string ItemId { get; set; } = "item_key_green";
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[Export(PropertyHint.Range, "1,100,1")] public int Quantity { get; set; } = 1;
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[Export] public bool ConsumeItem { get; set; } = true;
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}
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1
Code/Resources/RequiresItemRequirementResource.cs.uid
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1
Code/Resources/RequiresItemRequirementResource.cs.uid
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@@ -0,0 +1 @@
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uid://dnyfoaprv6bhw
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@@ -39,7 +39,7 @@ public class GodotInputService : IInputService
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IsJumping = Input.IsActionJustPressed("jump");
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IsFiring = Input.IsActionPressed("fire");
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IsInteracting = Input.IsActionPressed("interact");
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IsInteracting = Input.IsActionJustPressed("interact");
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IsSwapWeaponNext = Input.IsActionJustPressed("swap_weapon_next");
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IsSwapWeaponPrevious = Input.IsActionJustPressed("swap_weapon_previous");
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}
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