* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
84 lines
2.6 KiB
C#
84 lines
2.6 KiB
C#
using Godot;
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namespace PhantomCamera.Noise;
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public class PhantomCameraNoiseEmitter3D(GodotObject node)
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{
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public Node3D Node3D = (Node3D)node;
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public PhantomCameraNoise3D Noise
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{
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get => new((Resource)Node3D.Call(MethodName.GetNoise));
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set => Node3D.Call(MethodName.SetNoise, (GodotObject)value.Resource);
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}
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public bool Continuous
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{
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get => (bool)Node3D.Call(MethodName.GetContinuous);
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set => Node3D.Call(MethodName.SetContinuous, value);
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}
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public float GrowthTime
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{
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get => (float)Node3D.Call(MethodName.GetGrowthTime);
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set => Node3D.Call(MethodName.SetGrowthTime, value);
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}
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public float Duration
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{
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get => (float)Node3D.Call(MethodName.GetDuration);
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set => Node3D.Call(MethodName.SetDuration, value);
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}
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public float DecayTime
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{
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get => (float)Node3D.Call(MethodName.GetDecayTime);
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set => Node3D.Call(MethodName.SetDecayTime, value);
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}
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public int NoiseEmitterLayer
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{
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get => (int)Node3D.Call(MethodName.GetNoiseEmitterLayer);
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set => Node3D.Call(MethodName.SetNoiseEmitterLayer, value);
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}
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public void SetNoiseEmitterLayerValue(int layer, bool value) =>
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Node3D.Call(MethodName.SetNoiseEmitterLayerValue, layer, value);
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public void Emit() => Node3D.Call(MethodName.Emit);
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public bool IsEmitting() => (bool)Node3D.Call(MethodName.IsEmitting);
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public void Stop() => Node3D.Call(MethodName.Stop);
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public void Toggle() => Node3D.Call(MethodName.Toggle);
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public static class MethodName
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{
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public const string GetNoise = "get_noise";
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public const string SetNoise = "set_noise";
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public const string GetContinuous = "get_continuous";
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public const string SetContinuous = "set_continuous";
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public const string GetGrowthTime = "get_growth_time";
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public const string SetGrowthTime = "set_growth_time";
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public const string GetDuration = "get_duration";
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public const string SetDuration = "set_duration";
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public const string GetDecayTime = "get_decay_time";
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public const string SetDecayTime = "set_decay_time";
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public const string GetNoiseEmitterLayer = "get_noise_emitter_layer";
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public const string SetNoiseEmitterLayer = "set_noise_emitter_layer";
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public const string SetNoiseEmitterLayerValue = "set_noise_emitter_layer_value";
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public const string Emit = "emit";
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public const string IsEmitting = "is_emitting";
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public const string Stop = "stop";
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public const string Toggle = "toggle";
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}
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}
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