Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager
This commit is contained in:
105
scripts/components/DamageComponent.cs
Normal file
105
scripts/components/DamageComponent.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
using Godot;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.components;
|
||||
|
||||
public partial class DamageComponent : Node
|
||||
{
|
||||
[Export] public float Damage { get; set; } = 0.25f;
|
||||
[Export] public Area2D Area { get; set; }
|
||||
[Export] public StatusEffectDataResource StatusEffectData { get; set; }
|
||||
[Export] public Timer DamageTimer { get; set; }
|
||||
|
||||
private Node _currentTarget = null;
|
||||
|
||||
[Signal] public delegate void EffectInflictedEventHandler(Node2D target, StatusEffectDataResource effect);
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
if (Area == null)
|
||||
{
|
||||
GD.PushError($"DamageComponent: Area2D node is not set.");
|
||||
return;
|
||||
}
|
||||
|
||||
Area.BodyEntered += OnAreaBodyEntered;
|
||||
Area.BodyExited += OnAreaBodyExited;
|
||||
Area.AreaEntered += OnAreaAreaEntered;
|
||||
|
||||
if (DamageTimer != null)
|
||||
{
|
||||
DamageTimer.Timeout += OnDamageTimerTimeout;
|
||||
}
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (_currentTarget == null) return;
|
||||
if (DamageTimer != null) return;
|
||||
|
||||
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
|
||||
}
|
||||
|
||||
public void DealDamage(HealthComponent target) => target.DecreaseHealth(Damage);
|
||||
|
||||
private void OnAreaAreaEntered(Area2D area)
|
||||
{
|
||||
if (!CheckIfProcessingIsOn())
|
||||
return;
|
||||
if (area == Area) return;
|
||||
|
||||
var parent = area.GetParent();
|
||||
if (parent.HasNode("DamageComponent"))
|
||||
ProcessEntityAndApplyDamage(parent as Node2D);
|
||||
}
|
||||
|
||||
private void OnAreaBodyExited(Node2D body)
|
||||
{
|
||||
if (body != _currentTarget) return;
|
||||
_currentTarget = null;
|
||||
DamageTimer?.Stop();
|
||||
}
|
||||
|
||||
private void OnAreaBodyEntered(Node2D body)
|
||||
{
|
||||
_currentTarget = body;
|
||||
|
||||
if (!CheckIfProcessingIsOn())
|
||||
return;
|
||||
|
||||
DamageTimer?.Start();
|
||||
|
||||
ProcessEntityAndApplyDamage(body);
|
||||
}
|
||||
|
||||
private void OnDamageTimerTimeout()
|
||||
{
|
||||
if (_currentTarget == null) return;
|
||||
|
||||
ProcessEntityAndApplyDamage(_currentTarget as Node2D);
|
||||
}
|
||||
|
||||
private void ProcessEntityAndApplyDamage(Node2D body)
|
||||
{
|
||||
if (body == null) return;
|
||||
|
||||
if (!body.HasNode("HealthComponent")) return;
|
||||
var health = body.GetNode<HealthComponent>("HealthComponent");
|
||||
var inv = body.GetNodeOrNull<InvulnerabilityComponent>("InvulnerabilityComponent");
|
||||
|
||||
if (inv != null && inv.IsInvulnerable())
|
||||
return;
|
||||
|
||||
if (StatusEffectData != null && StatusEffectData.Type != StatusEffectType.None)
|
||||
EmitSignalEffectInflicted(body, StatusEffectData);
|
||||
|
||||
DealDamage(health);
|
||||
|
||||
inv?.Activate();
|
||||
}
|
||||
|
||||
private bool CheckIfProcessingIsOn()
|
||||
{
|
||||
return ProcessMode is ProcessModeEnum.Inherit or ProcessModeEnum.Always;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user