Refactor rhythm action architecture
This commit is contained in:
@@ -4,6 +4,19 @@
|
||||
[ext_resource type="Texture2D" uid="uid://bbkamgcdsw5g6" path="res://assets/art/characters/warrior_man_sheet.png" id="2_yewv4"]
|
||||
[ext_resource type="Texture2D" uid="uid://womoel71g8ae" path="res://assets/art/characters/warrior_woman_sheet.png" id="3_dyp2m"]
|
||||
[ext_resource type="Texture2D" uid="uid://1p2uqgg1jole" path="res://assets/art/effects/effect_hp_mp_sheet.png" id="4_atpat"]
|
||||
[ext_resource type="Script" path="res://scenes/components/state_machine.gd" id="5_state_machine"]
|
||||
[ext_resource type="Script" path="res://scenes/components/input_component.gd" id="6_input_component"]
|
||||
[ext_resource type="Script" path="res://scenes/components/energy_component.gd" id="8_energy_component"]
|
||||
[ext_resource type="Script" path="res://scenes/components/health_component.gd" id="9_health_component"]
|
||||
[ext_resource type="Script" path="res://scenes/components/damage_receiver.gd" id="10_damage_receiver"]
|
||||
[ext_resource type="Script" path="res://scenes/components/damage_emitter.gd" id="11_damage_emitter"]
|
||||
[ext_resource type="Script" path="res://scenes/components/combo_window.gd" id="12_combo_window"]
|
||||
[ext_resource type="Script" path="res://scenes/combat/action_resolver.gd" id="13_action_resolver"]
|
||||
[ext_resource type="Script" path="res://scenes/components/motion_executor.gd" id="14_motion_executor"]
|
||||
[ext_resource type="Script" path="res://scenes/components/burst_component.gd" id="15_burst_component"]
|
||||
[ext_resource type="Script" path="res://scenes/components/charge_component.gd" id="16_charge_component"]
|
||||
[ext_resource type="Script" path="res://scenes/components/action_executor.gd" id="17_action_executor"]
|
||||
[ext_resource type="Script" path="res://scenes/components/action_controller.gd" id="18_action_controller"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_player"]
|
||||
size = Vector2(16, 36)
|
||||
@@ -596,7 +609,7 @@ tracks/4/keys = {
|
||||
|
||||
[sub_resource type="Animation" id="Animation_6eyoc"]
|
||||
resource_name = "warrior_s"
|
||||
length = 0.71428573
|
||||
length = 0.21428573
|
||||
step = 0.071428575
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
@@ -653,10 +666,10 @@ tracks/4/path = NodePath("CharacterSprite:frame")
|
||||
tracks/4/interp = 1
|
||||
tracks/4/loop_wrap = true
|
||||
tracks/4/keys = {
|
||||
"times": PackedFloat32Array(0, 0.071428575, 0.14285715, 0.21428572, 0.2857143, 0.35714287, 0.42857143, 0.5, 0.5714286, 0.64285713),
|
||||
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
|
||||
"times": PackedFloat32Array(0, 0.071428575, 0.14285715),
|
||||
"transitions": PackedFloat32Array(1, 1, 1),
|
||||
"update": 1,
|
||||
"values": [128, 129, 130, 131, 132, 133, 134, 135, 136, 137]
|
||||
"values": [128, 129, 130]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_eojnx"]
|
||||
@@ -905,3 +918,64 @@ position = Vector2(0, -8)
|
||||
texture = ExtResource("4_atpat")
|
||||
hframes = 5
|
||||
vframes = 2
|
||||
|
||||
[node name="StateMachine" type="Node" parent="."]
|
||||
script = ExtResource("5_state_machine")
|
||||
|
||||
[node name="InputComponent" type="Node" parent="."]
|
||||
script = ExtResource("6_input_component")
|
||||
|
||||
[node name="ComboWindow" type="Node" parent="."]
|
||||
script = ExtResource("12_combo_window")
|
||||
|
||||
[node name="ActionResolver" type="Node" parent="."]
|
||||
script = ExtResource("13_action_resolver")
|
||||
|
||||
[node name="ActionExecutor" type="Node" parent="."]
|
||||
script = ExtResource("17_action_executor")
|
||||
energy_component_path = NodePath("../EnergyComponent")
|
||||
damage_emitter_path = NodePath("../DamageEmitter")
|
||||
|
||||
[node name="ActionController" type="Node" parent="."]
|
||||
script = ExtResource("18_action_controller")
|
||||
combo_window_path = NodePath("../ComboWindow")
|
||||
action_resolver_path = NodePath("../ActionResolver")
|
||||
action_executor_path = NodePath("../ActionExecutor")
|
||||
state_machine_path = NodePath("../StateMachine")
|
||||
burst_component_path = NodePath("../BurstComponent")
|
||||
|
||||
[node name="MotionExecutor" type="Node" parent="."]
|
||||
script = ExtResource("14_motion_executor")
|
||||
|
||||
[node name="BurstComponent" type="Node" parent="."]
|
||||
script = ExtResource("15_burst_component")
|
||||
|
||||
[node name="ChargeComponent" type="Node" parent="."]
|
||||
script = ExtResource("16_charge_component")
|
||||
animation_player_path = NodePath("../AnimationPlayer")
|
||||
effect_sprite_path = NodePath("../ChargeEffectSprite")
|
||||
|
||||
[node name="EnergyComponent" type="Node" parent="."]
|
||||
script = ExtResource("8_energy_component")
|
||||
|
||||
[node name="HealthComponent" type="Node" parent="."]
|
||||
script = ExtResource("9_health_component")
|
||||
|
||||
[node name="DamageReceiver" type="Area2D" parent="."]
|
||||
collision_layer = 2
|
||||
collision_mask = 0
|
||||
script = ExtResource("10_damage_receiver")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageReceiver"]
|
||||
position = Vector2(0, -18)
|
||||
shape = SubResource("RectangleShape2D_player")
|
||||
|
||||
[node name="DamageEmitter" type="Area2D" parent="."]
|
||||
collision_layer = 8
|
||||
collision_mask = 4
|
||||
monitoring = false
|
||||
script = ExtResource("11_damage_emitter")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="DamageEmitter"]
|
||||
position = Vector2(22, -18)
|
||||
shape = SubResource("RectangleShape2D_player")
|
||||
|
||||
Reference in New Issue
Block a user