126 lines
2.5 KiB
C#
126 lines
2.5 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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public partial class Worker : Node2D
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{
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[Signal]
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public delegate void DamageOverflowEventHandler(int OVERFLOW);
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public bool _dead = false, _available = false, _hovered = false, _selected = false, _launched = false, _placed = false, _potted = false, _isLead = false;
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public int _defense = 5, _defenseMax = 5;
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public CollisionShape2D _startArea;
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public TempBall _tempBall;
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public Ball _ball;
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// public static Worker _Create()
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// {
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// PackedScene scene = ResourceLoader.Load<PackedScene>("res://Gameplay/worker.tscn");
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// Worker newWorker = scene.Instantiate<Worker>();
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// return newWorker;
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// }
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public override void _Ready()
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{
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_ball = GetNode<Ball>("Ball");
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_tempBall = GetNode<TempBall>("TempBall");
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RemoveChild(_ball);
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RemoveChild(_tempBall);
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}
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public override void _Process(double delta)
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{
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_hovered = (_ball._active && _ball._hovered) || (_tempBall._active && _tempBall._hovered);
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if (_launched)
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{
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if (!_ball._launched)
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{
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_launched = false;
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}
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}
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}
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// public virtual void ChangeBallPosition(Vector2 NEWPOSITION)
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// {
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// RemoveChild(_ball);
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// _ball.Position = NEWPOSITION;
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// AddChild(_ball);
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// }
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public virtual void ChangeDefense(int CHANGE)
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{
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_defense += CHANGE;
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_defense = Math.Min(_defense, _defenseMax);
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if (_defense < 0)
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{
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EmitSignal(SignalName.DamageOverflow, _defense);
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_defense = 0;
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}
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}
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public void Launch()
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{
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_launched = true;
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_ball.Launch();
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}
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public void SetSprite(string PATH)
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{
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GetNode<Sprite2D>("Image").Texture = GD.Load<Texture2D>(PATH);
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}
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public void PlaceBall(Vector2 POSITION)
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{
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_available = true;
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_placed = true;
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_potted = false;
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_ball.Position = POSITION;
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_ball._active = true;
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_ball._placed = true;
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_ball._potted = false;
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_ball._active = true;
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AddChild(_ball);
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TempBallHide();
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}
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public void PotBall()
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{
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_available = false;
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_placed = false;
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_potted = true;
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_ball.Sleeping = true;
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_ball._moving = false;
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_ball._active = false;
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_ball._placed = false;
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_ball._potted = true;
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_ball._active = false;
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RemoveChild(_ball);
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TempBallShow();
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}
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public void TempBallHide()
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{
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_tempBall._active = false;
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RemoveChild(_tempBall);
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}
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public void TempBallShow()
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{
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_tempBall._active = true;
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AddChild(_tempBall);
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}
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// Processes
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public virtual void ProcessOnCollision(Ball TARGET)
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{
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Worker TARGETWORKER = TARGET.GetParent<Worker>();
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if (_launched)
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{
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TARGETWORKER.ChangeDefense(-3);
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}
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}
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}
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