Added SpellFollowProjectile3D class. (just a skeleton for now). Renamed the delay_* parameters form yesterday to projectile_*.

This commit is contained in:
Relintai 2020-04-07 13:10:42 +02:00
parent bfd7bdcf42
commit 5a7ae51778
7 changed files with 156 additions and 64 deletions

2
SCsub
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@ -102,6 +102,8 @@ sources = [
"formations/ai_formation.cpp",
"projectiles/3d/spell_follow_projectile_3d.cpp",
"profiles/input/input_profile_modifier.cpp",
"profiles/input/input_profile_modifier_entry.cpp",
"profiles/input/input_profile.cpp",

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@ -97,8 +97,7 @@ def get_doc_classes():
"Cooldown",
"EntityCreateInfo",
"WorldSpellData",
"WorldSpell",
"SpellFollowProjectile3D",
"EntityDataManager",

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@ -319,39 +319,39 @@ void Spell::set_cast_time(const float value) {
_cast_time = value;
}
bool Spell::delay_get_use_time() const {
return _delay_use_time;
bool Spell::projectile_get_use_time() const {
return _projectile_use_time;
}
void Spell::delay_set_use_time(const bool value) {
_delay_use_time = value;
void Spell::projectile_set_use_time(const bool value) {
_projectile_use_time = value;
}
float Spell::delay_get_time() const {
return _delay_time;
float Spell::projectile_get_time() const {
return _projectile_time;
}
void Spell::delay_set_time(const float value) {
_delay_time = value;
void Spell::projectile_set_time(const float value) {
_projectile_time = value;
}
bool Spell::delay_get_use_speed() const {
return _delay_use_speed;
bool Spell::projectile_get_use_speed() const {
return _projectile_use_speed;
}
void Spell::delay_set_use_speed(const bool value) {
_delay_use_speed = value;
void Spell::projectile_set_use_speed(const bool value) {
_projectile_use_speed = value;
}
float Spell::delay_get_speed() const {
return _delay_speed;
float Spell::projectile_get_speed() const {
return _projectile_speed;
}
void Spell::delay_set_speed(const float value) {
_delay_speed = value;
void Spell::projectile_set_speed(const float value) {
_projectile_speed = value;
}
Ref<PackedScene> Spell::delay_get_scene() const {
return _delay_scene;
Ref<PackedScene> Spell::projectile_get_scene() const {
return _projectile_scene;
}
void Spell::delay_set_scene(const Ref<PackedScene> &value) {
_delay_scene = value;
void Spell::projectile_set_scene(const Ref<PackedScene> &value) {
_projectile_scene = value;
}
bool Spell::get_damage_enabled() const {
@ -883,10 +883,10 @@ Spell::Spell() {
_training_cost = 0;
_training_required_skill_level = 0;
_delay_use_time = false;
_delay_time = 0;
_delay_use_speed = false;
_delay_speed = 0;
_projectile_use_time = false;
_projectile_time = 0;
_projectile_use_speed = false;
_projectile_speed = 0;
}
Spell::~Spell() {
@ -908,7 +908,7 @@ Spell::~Spell() {
_training_required_spell.unref();
_training_required_skill.unref();
_delay_scene.unref();
_projectile_scene.unref();
}
void Spell::_sstart_casting(Ref<SpellCastInfo> info) {
@ -998,18 +998,18 @@ void Spell::_handle_spell_heal(Ref<SpellHealInfo> data) {
}
void Spell::_handle_projectile(Ref<SpellCastInfo> info) {
/*
if (_world_spell_data.is_valid()) {
WorldSpell *ws = memnew(WorldSpell);
if (_projectile_scene.is_valid()) {
Node *projectile = _projectile_scene->instance();
Node *p = info->get_caster()->get_parent();
ERR_FAIL_COND(!ObjectDB::instance_validate(p));
p->add_child(ws);
ws->send(_world_spell_data, info);
p->add_child(projectile);
if (projectile->has_method("setup_projectile"))
projectile->call("setup_projectile", info);
}
*/
}
void Spell::_handle_effect(Ref<SpellCastInfo> info) {
@ -1303,26 +1303,26 @@ void Spell::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_can_move_while_casting", "value"), &Spell::set_can_move_while_casting);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cast_can_move_while_casting"), "set_can_move_while_casting", "get_can_move_while_casting");
ADD_GROUP("Delay", "delay");
ClassDB::bind_method(D_METHOD("delay_get_use_time"), &Spell::delay_get_use_time);
ClassDB::bind_method(D_METHOD("delay_set_use_time", "value"), &Spell::delay_set_use_time);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "delay_use_time"), "delay_set_use_time", "delay_get_use_time");
ADD_GROUP("Projectile", "projectile");
ClassDB::bind_method(D_METHOD("projectile_get_use_time"), &Spell::projectile_get_use_time);
ClassDB::bind_method(D_METHOD("projectile_set_use_time", "value"), &Spell::projectile_set_use_time);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "projectile_use_time"), "projectile_set_use_time", "projectile_get_use_time");
ClassDB::bind_method(D_METHOD("delay_get_time"), &Spell::delay_get_time);
ClassDB::bind_method(D_METHOD("delay_set_time", "value"), &Spell::delay_set_time);
ADD_PROPERTY(PropertyInfo(Variant::INT, "delay_time"), "delay_set_time", "delay_get_time");
ClassDB::bind_method(D_METHOD("projectile_get_time"), &Spell::projectile_get_time);
ClassDB::bind_method(D_METHOD("projectile_set_time", "value"), &Spell::projectile_set_time);
ADD_PROPERTY(PropertyInfo(Variant::INT, "projectile_time"), "projectile_set_time", "projectile_get_time");
ClassDB::bind_method(D_METHOD("delay_get_use_speed"), &Spell::delay_get_use_speed);
ClassDB::bind_method(D_METHOD("delay_set_use_speed", "value"), &Spell::delay_set_use_speed);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "delay_use_speed"), "delay_set_use_speed", "delay_get_use_speed");
ClassDB::bind_method(D_METHOD("projectile_get_use_speed"), &Spell::projectile_get_use_speed);
ClassDB::bind_method(D_METHOD("projectile_set_use_speed", "value"), &Spell::projectile_set_use_speed);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "projectile_use_speed"), "projectile_set_use_speed", "projectile_get_use_speed");
ClassDB::bind_method(D_METHOD("delay_get_speed"), &Spell::delay_get_speed);
ClassDB::bind_method(D_METHOD("delay_set_speed", "value"), &Spell::delay_set_speed);
ADD_PROPERTY(PropertyInfo(Variant::INT, "delay_speed"), "delay_set_speed", "delay_get_speed");
ClassDB::bind_method(D_METHOD("projectile_get_speed"), &Spell::projectile_get_speed);
ClassDB::bind_method(D_METHOD("projectile_set_speed", "value"), &Spell::projectile_set_speed);
ADD_PROPERTY(PropertyInfo(Variant::INT, "projectile_speed"), "projectile_set_speed", "projectile_get_speed");
ClassDB::bind_method(D_METHOD("delay_get_scene"), &Spell::delay_get_scene);
ClassDB::bind_method(D_METHOD("delay_set_scene", "value"), &Spell::delay_set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "delay_scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "delay_set_scene", "delay_get_scene");
ClassDB::bind_method(D_METHOD("projectile_get_scene"), &Spell::projectile_get_scene);
ClassDB::bind_method(D_METHOD("projectile_set_scene", "value"), &Spell::projectile_set_scene);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "projectile_scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "projectile_set_scene", "projectile_get_scene");
ADD_GROUP("Damage", "damage");
ClassDB::bind_method(D_METHOD("get_damage_enabled"), &Spell::get_damage_enabled);

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@ -186,20 +186,20 @@ public:
void set_cast_time(const float value);
//Delay
bool delay_get_use_time() const;
void delay_set_use_time(const bool value);
bool projectile_get_use_time() const;
void projectile_set_use_time(const bool value);
float delay_get_time() const;
void delay_set_time(const float value);
float projectile_get_time() const;
void projectile_set_time(const float value);
bool delay_get_use_speed() const;
void delay_set_use_speed(const bool value);
bool projectile_get_use_speed() const;
void projectile_set_use_speed(const bool value);
float delay_get_speed() const;
void delay_set_speed(const float value);
float projectile_get_speed() const;
void projectile_set_speed(const float value);
Ref<PackedScene> delay_get_scene() const;
void delay_set_scene(const Ref<PackedScene> &value);
Ref<PackedScene> projectile_get_scene() const;
void projectile_set_scene(const Ref<PackedScene> &value);
//Damage
bool get_damage_enabled() const;
@ -398,11 +398,11 @@ private:
float _range;
//Delay
bool _delay_use_time;
float _delay_time;
bool _delay_use_speed;
float _delay_speed;
Ref<PackedScene> _delay_scene;
bool _projectile_use_time;
float _projectile_time;
bool _projectile_use_speed;
float _projectile_speed;
Ref<PackedScene> _projectile_scene;
bool _damage_enabled;
int _damage_type;

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@ -0,0 +1,39 @@
/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "spell_follow_projectile_3d.h"
#include "../../infos/spell_cast_info.h"
void SpellFollowProjectile3D::setup_projectile(Ref<SpellCastInfo> info) {
_info = info;
}
SpellFollowProjectile3D::SpellFollowProjectile3D() {
}
SpellFollowProjectile3D::~SpellFollowProjectile3D() {
_info.unref();
}
void SpellFollowProjectile3D::_bind_methods() {
//ClassDB::bind_method(D_METHOD("setup_projectile", "info"), &SpellFollowProjectile3D::setup_projectile);
}

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@ -0,0 +1,46 @@
/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef SPELL_PROJECTILE_3D
#define SPELL_PROJECTILE_3D
#include "scene/3d/spatial.h"
class SpellCastInfo;
class SpellFollowProjectile3D : public Spatial {
GDCLASS(SpellFollowProjectile3D, Spatial);
public:
void setup_projectile(Ref<SpellCastInfo> info);
SpellFollowProjectile3D();
~SpellFollowProjectile3D();
protected:
static void _bind_methods();
private:
Ref<SpellCastInfo> _info;
};
#endif

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@ -114,6 +114,8 @@ SOFTWARE.
#include "data/spells/spell_effect_visual.h"
#include "data/spells/spell_effect_visual_simple.h"
#include "projectiles/3d/spell_follow_projectile_3d.h"
#include "entities/ai/entity_ai.h"
#include "formations/ai_formation.h"
@ -218,6 +220,7 @@ void register_entity_spell_system_types() {
//UI
ClassDB::register_class<ESDragAndDrop>();
//Skeleton
ClassDB::register_class<CharacterSkeleton2D>();
ClassDB::register_class<CharacterSkeleton3D>();
@ -235,6 +238,9 @@ void register_entity_spell_system_types() {
ClassDB::register_class<SpellEffectVisual>();
ClassDB::register_class<SpellEffectVisualSimple>();
//Projectiles
ClassDB::register_class<SpellFollowProjectile3D>();
//AI
ClassDB::register_class<EntityAI>();