add initial project files and configurations, including EventBus, systems, and resources
This commit is contained in:
18
Code/Data/DayConfig.cs
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18
Code/Data/DayConfig.cs
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using Godot;
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using Godot.Collections;
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namespace MaxEffort.Code.Data;
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[GlobalClass]
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public partial class DayConfig : Resource
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{
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[Export] public int DayNumber;
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[Export] public string DayTitle = "Day 1: Light Weight";
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[Export] public float TargetWeight = 100f; // Total Lift Distance
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[Export] public float Gravity = 2.0f; // Difficulty multiplier
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[Export] public PackedScene MiniGameScene;
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// Hazards available on this specific day
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[Export] public Array<HazardDef> AvailableHazards;
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}
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1
Code/Data/DayConfig.cs.uid
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1
Code/Data/DayConfig.cs.uid
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uid://bkj0pcknqvjco
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17
Code/Data/HazardDef.cs
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17
Code/Data/HazardDef.cs
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using Godot;
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namespace MaxEffort.Code.Data;
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[GlobalClass]
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public partial class HazardDef : Resource
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{
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[Export] public HazardType Type;
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[Export] public string DisplayName;
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[Export] public SpriteFrames Animations;
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[Export] public string IdleAnimName = "default";
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[Export] public string WalkAnimName = "walk"; // Optional, if they walk in
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[Export] public float TimeToFail = 3.0f; // How long before Game Over if ignored
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[Export] public float SpawnWeight = 1.0f; // Rarity chance
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[Export] public float MinFocusToSpawn = 0.3f; // Won't spawn if you aren't somewhat focused
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[Export] public int ClicksToResolve = 1;
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}
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1
Code/Data/HazardDef.cs.uid
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1
Code/Data/HazardDef.cs.uid
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uid://ck1vtdnok31dq
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10
Code/Data/HazardType.cs
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10
Code/Data/HazardType.cs
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namespace MaxEffort.Code.Data;
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public enum HazardType
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{
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None,
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GymBro,
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LoosePlate,
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PhoneDistraction,
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Manager
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}
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1
Code/Data/HazardType.cs.uid
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1
Code/Data/HazardType.cs.uid
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uid://b7dpyd82o2xlp
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23
Code/Data/SoundBank.cs
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23
Code/Data/SoundBank.cs
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using Godot;
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namespace MaxEffort.Code.Data;
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[GlobalClass]
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public partial class SoundBank : Resource
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{
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[ExportGroup("Player")]
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[Export] public AudioStream StrainLoop; // Looping sound for lifting
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[Export] public AudioStream EffortExhale; // "Hnnng!"
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[Export] public AudioStream WinStinger; // "Light Weight!"
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[Export] public AudioStream FailStinger; // "Fail..."
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[Export] public AudioStream HeartbeatLoop;
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[ExportGroup("Hazards")]
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[Export] public AudioStream HazardSpawn; // Warning beep
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[Export] public AudioStream HazardClear; // Success ding
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[Export] public AudioStream CameraTrauma; // Heavy impact thud
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[ExportGroup("Music")]
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[Export] public AudioStream MenuMusic;
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[Export] public AudioStream GameMusic;
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}
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1
Code/Data/SoundBank.cs.uid
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1
Code/Data/SoundBank.cs.uid
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uid://c7iph3wg80lv5
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12
Code/Data/TunnelConfig.cs
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12
Code/Data/TunnelConfig.cs
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using Godot;
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namespace MaxEffort.Code.Data;
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[GlobalClass]
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public partial class TunnelConfig : Resource
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{
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[Export] public float VisionNarrowRate = 0.5f; // How fast it closes per sec
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[Export] public float VisionRecoverRate = 2.0f; // How fast it opens when released
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[Export] public float MaxTunnelIntensity = 0.95f; // 95% black screen
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[Export] public Curve VisionCurve; // Non-linear progression!
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}
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1
Code/Data/TunnelConfig.cs.uid
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1
Code/Data/TunnelConfig.cs.uid
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uid://c4bnx8w383o4e
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