made an action be owned by a contact instead of actor; made another example action

This commit is contained in:
2026-02-02 17:51:12 -05:00
parent 7095a140a0
commit 36b934b200
6 changed files with 39 additions and 9 deletions

View File

@@ -4,7 +4,7 @@ using System;
public partial class Action : Node
{
public float _timerSeconds, _cooldownSeconds;
public Actor _owner;
public Contact _contact;
public virtual void Fire()
{

View File

@@ -16,10 +16,10 @@ public partial class Example1 : Action
{
base.Fire();
// GD.Print(_owner);
List<Shield> unbrokenShields = [.. _owner._board._shields.Where(s=>!s._broken)];
List<Shield> unbrokenShields = [.. _contact._owner._board._shields.Where(s=>!s._broken)];
int shieldNumber = Globals._rng.Next(0, unbrokenShields.Count);
int damageAmount = Globals._rng.Next(-12,-8);
_owner._board._shields[shieldNumber].ChangeHealth(damageAmount);
((Player)_owner)._phone._debug.Text = "Shield " + shieldNumber + " damaged " + damageAmount + "hp";
_contact._owner._board._shields[shieldNumber].ChangeHealth(damageAmount);
((Player)_contact._owner)._phone._debug.Text = "Shield " + shieldNumber + " damaged " + damageAmount + "hp";
}
}

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@@ -0,0 +1,22 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
public partial class Example2 : Action
{
public override void _Ready()
{
base._Ready();
}
public override void Fire()
{
base.Fire();
int shieldNumber = 2;
int damageAmount = Globals._rng.Next(-50,-30);
_contact._owner._board._shields[shieldNumber].ChangeHealth(damageAmount);
((Player)_contact._owner)._phone._debug.Text = "Shield " + shieldNumber + " damaged " + damageAmount + "hp";
}
}

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@@ -0,0 +1 @@
uid://bsmvcs8l2p211

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@@ -4,7 +4,7 @@ using System.Runtime.CompilerServices;
public partial class Contact : Sprite2D
{
public bool _clickable, _interval;
public bool _clickable = false, _interval = false;
public int _number, _calls = 0, _maxCalls = 0;
public Timer _timer, _cooldown;
public Action _action;
@@ -15,11 +15,12 @@ public partial class Contact : Sprite2D
_timer = GetNode<Timer>("Timer");
_cooldown = GetNode<Timer>("Cooldown");
_action = GetNode<Action>("Action");
_action._contact = this;
}
public virtual void CallAction()
{
if (_cooldown.TimeLeft > 0 || _action._cooldownSeconds == 0)
if (_cooldown.TimeLeft == 0 || _action._cooldownSeconds == 0)
{
GD.Print("Action fired!!");
_action.Fire();
@@ -33,17 +34,20 @@ public partial class Contact : Sprite2D
public void PassOwner(Actor OWNER)
{
_owner = OWNER;
_action._owner = OWNER;
}
public void SetTimer(float SECONDS)
{
_action._timerSeconds = SECONDS;
_interval = true;
_clickable = false;
}
public void SetCooldown(int SECONDS)
public void SetCooldown(float SECONDS)
{
_action._cooldownSeconds = SECONDS;
_interval = false;
_clickable = true;
}
public void Start()

View File

@@ -22,8 +22,11 @@ public partial class Phone : Sprite2D
_phoneButtons[i]._phone = this;
}
_phoneButtons[0]._contact._action = new Example1();
_phoneButtons[0]._contact._action._owner = _player;
_phoneButtons[0]._contact.PassOwner(_player);
_phoneButtons[0]._contact.SetTimer(1.5f);
_phoneButtons[1]._contact._action = new Example2();
_phoneButtons[1]._contact.PassOwner(_player);
_phoneButtons[1]._contact.SetCooldown(15f);
}
public override void _Process(double DELTA_)