made an action be owned by a contact instead of actor; made another example action
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@@ -4,7 +4,7 @@ using System;
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public partial class Action : Node
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{
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public float _timerSeconds, _cooldownSeconds;
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public Actor _owner;
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public Contact _contact;
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public virtual void Fire()
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{
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@@ -16,10 +16,10 @@ public partial class Example1 : Action
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{
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base.Fire();
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// GD.Print(_owner);
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List<Shield> unbrokenShields = [.. _owner._board._shields.Where(s=>!s._broken)];
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List<Shield> unbrokenShields = [.. _contact._owner._board._shields.Where(s=>!s._broken)];
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int shieldNumber = Globals._rng.Next(0, unbrokenShields.Count);
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int damageAmount = Globals._rng.Next(-12,-8);
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_owner._board._shields[shieldNumber].ChangeHealth(damageAmount);
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((Player)_owner)._phone._debug.Text = "Shield " + shieldNumber + " damaged " + damageAmount + "hp";
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_contact._owner._board._shields[shieldNumber].ChangeHealth(damageAmount);
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((Player)_contact._owner)._phone._debug.Text = "Shield " + shieldNumber + " damaged " + damageAmount + "hp";
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}
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}
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22
Gameplay/Actions/Example2.cs
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22
Gameplay/Actions/Example2.cs
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@@ -0,0 +1,22 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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public partial class Example2 : Action
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{
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public override void _Ready()
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{
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base._Ready();
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}
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public override void Fire()
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{
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base.Fire();
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int shieldNumber = 2;
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int damageAmount = Globals._rng.Next(-50,-30);
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_contact._owner._board._shields[shieldNumber].ChangeHealth(damageAmount);
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((Player)_contact._owner)._phone._debug.Text = "Shield " + shieldNumber + " damaged " + damageAmount + "hp";
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}
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}
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1
Gameplay/Actions/Example2.cs.uid
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1
Gameplay/Actions/Example2.cs.uid
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@@ -0,0 +1 @@
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uid://bsmvcs8l2p211
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@@ -4,7 +4,7 @@ using System.Runtime.CompilerServices;
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public partial class Contact : Sprite2D
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{
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public bool _clickable, _interval;
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public bool _clickable = false, _interval = false;
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public int _number, _calls = 0, _maxCalls = 0;
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public Timer _timer, _cooldown;
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public Action _action;
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@@ -15,11 +15,12 @@ public partial class Contact : Sprite2D
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_timer = GetNode<Timer>("Timer");
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_cooldown = GetNode<Timer>("Cooldown");
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_action = GetNode<Action>("Action");
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_action._contact = this;
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}
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public virtual void CallAction()
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{
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if (_cooldown.TimeLeft > 0 || _action._cooldownSeconds == 0)
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if (_cooldown.TimeLeft == 0 || _action._cooldownSeconds == 0)
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{
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GD.Print("Action fired!!");
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_action.Fire();
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@@ -33,17 +34,20 @@ public partial class Contact : Sprite2D
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public void PassOwner(Actor OWNER)
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{
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_owner = OWNER;
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_action._owner = OWNER;
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}
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public void SetTimer(float SECONDS)
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{
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_action._timerSeconds = SECONDS;
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_interval = true;
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_clickable = false;
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}
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public void SetCooldown(int SECONDS)
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public void SetCooldown(float SECONDS)
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{
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_action._cooldownSeconds = SECONDS;
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_interval = false;
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_clickable = true;
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}
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public void Start()
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@@ -22,8 +22,11 @@ public partial class Phone : Sprite2D
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_phoneButtons[i]._phone = this;
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}
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_phoneButtons[0]._contact._action = new Example1();
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_phoneButtons[0]._contact._action._owner = _player;
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_phoneButtons[0]._contact.PassOwner(_player);
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_phoneButtons[0]._contact.SetTimer(1.5f);
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_phoneButtons[1]._contact._action = new Example2();
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_phoneButtons[1]._contact.PassOwner(_player);
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_phoneButtons[1]._contact.SetCooldown(15f);
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}
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public override void _Process(double DELTA_)
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