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https://github.com/Relintai/entity_spell_system.git
synced 2025-04-19 21:33:15 +02:00
Added SpellFollowProjectile3D class. (just a skeleton for now). Renamed the delay_* parameters form yesterday to projectile_*.
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@ -102,6 +102,8 @@ sources = [
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"formations/ai_formation.cpp",
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"projectiles/3d/spell_follow_projectile_3d.cpp",
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"profiles/input/input_profile_modifier.cpp",
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"profiles/input/input_profile_modifier_entry.cpp",
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"profiles/input/input_profile.cpp",
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@ -97,8 +97,7 @@ def get_doc_classes():
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"Cooldown",
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"EntityCreateInfo",
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"WorldSpellData",
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"WorldSpell",
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"SpellFollowProjectile3D",
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"EntityDataManager",
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@ -319,39 +319,39 @@ void Spell::set_cast_time(const float value) {
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_cast_time = value;
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}
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bool Spell::delay_get_use_time() const {
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return _delay_use_time;
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bool Spell::projectile_get_use_time() const {
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return _projectile_use_time;
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}
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void Spell::delay_set_use_time(const bool value) {
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_delay_use_time = value;
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void Spell::projectile_set_use_time(const bool value) {
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_projectile_use_time = value;
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}
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float Spell::delay_get_time() const {
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return _delay_time;
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float Spell::projectile_get_time() const {
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return _projectile_time;
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}
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void Spell::delay_set_time(const float value) {
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_delay_time = value;
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void Spell::projectile_set_time(const float value) {
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_projectile_time = value;
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}
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bool Spell::delay_get_use_speed() const {
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return _delay_use_speed;
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bool Spell::projectile_get_use_speed() const {
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return _projectile_use_speed;
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}
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void Spell::delay_set_use_speed(const bool value) {
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_delay_use_speed = value;
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void Spell::projectile_set_use_speed(const bool value) {
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_projectile_use_speed = value;
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}
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float Spell::delay_get_speed() const {
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return _delay_speed;
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float Spell::projectile_get_speed() const {
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return _projectile_speed;
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}
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void Spell::delay_set_speed(const float value) {
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_delay_speed = value;
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void Spell::projectile_set_speed(const float value) {
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_projectile_speed = value;
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}
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Ref<PackedScene> Spell::delay_get_scene() const {
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return _delay_scene;
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Ref<PackedScene> Spell::projectile_get_scene() const {
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return _projectile_scene;
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}
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void Spell::delay_set_scene(const Ref<PackedScene> &value) {
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_delay_scene = value;
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void Spell::projectile_set_scene(const Ref<PackedScene> &value) {
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_projectile_scene = value;
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}
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bool Spell::get_damage_enabled() const {
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@ -883,10 +883,10 @@ Spell::Spell() {
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_training_cost = 0;
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_training_required_skill_level = 0;
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_delay_use_time = false;
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_delay_time = 0;
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_delay_use_speed = false;
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_delay_speed = 0;
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_projectile_use_time = false;
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_projectile_time = 0;
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_projectile_use_speed = false;
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_projectile_speed = 0;
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}
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Spell::~Spell() {
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@ -908,7 +908,7 @@ Spell::~Spell() {
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_training_required_spell.unref();
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_training_required_skill.unref();
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_delay_scene.unref();
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_projectile_scene.unref();
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}
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void Spell::_sstart_casting(Ref<SpellCastInfo> info) {
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@ -998,18 +998,18 @@ void Spell::_handle_spell_heal(Ref<SpellHealInfo> data) {
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}
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void Spell::_handle_projectile(Ref<SpellCastInfo> info) {
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/*
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if (_world_spell_data.is_valid()) {
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WorldSpell *ws = memnew(WorldSpell);
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if (_projectile_scene.is_valid()) {
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Node *projectile = _projectile_scene->instance();
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Node *p = info->get_caster()->get_parent();
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ERR_FAIL_COND(!ObjectDB::instance_validate(p));
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p->add_child(ws);
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ws->send(_world_spell_data, info);
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p->add_child(projectile);
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if (projectile->has_method("setup_projectile"))
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projectile->call("setup_projectile", info);
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}
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*/
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}
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void Spell::_handle_effect(Ref<SpellCastInfo> info) {
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@ -1303,26 +1303,26 @@ void Spell::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_can_move_while_casting", "value"), &Spell::set_can_move_while_casting);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cast_can_move_while_casting"), "set_can_move_while_casting", "get_can_move_while_casting");
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ADD_GROUP("Delay", "delay");
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ClassDB::bind_method(D_METHOD("delay_get_use_time"), &Spell::delay_get_use_time);
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ClassDB::bind_method(D_METHOD("delay_set_use_time", "value"), &Spell::delay_set_use_time);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "delay_use_time"), "delay_set_use_time", "delay_get_use_time");
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ADD_GROUP("Projectile", "projectile");
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ClassDB::bind_method(D_METHOD("projectile_get_use_time"), &Spell::projectile_get_use_time);
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ClassDB::bind_method(D_METHOD("projectile_set_use_time", "value"), &Spell::projectile_set_use_time);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "projectile_use_time"), "projectile_set_use_time", "projectile_get_use_time");
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ClassDB::bind_method(D_METHOD("delay_get_time"), &Spell::delay_get_time);
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ClassDB::bind_method(D_METHOD("delay_set_time", "value"), &Spell::delay_set_time);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "delay_time"), "delay_set_time", "delay_get_time");
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ClassDB::bind_method(D_METHOD("projectile_get_time"), &Spell::projectile_get_time);
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ClassDB::bind_method(D_METHOD("projectile_set_time", "value"), &Spell::projectile_set_time);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "projectile_time"), "projectile_set_time", "projectile_get_time");
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ClassDB::bind_method(D_METHOD("delay_get_use_speed"), &Spell::delay_get_use_speed);
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ClassDB::bind_method(D_METHOD("delay_set_use_speed", "value"), &Spell::delay_set_use_speed);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "delay_use_speed"), "delay_set_use_speed", "delay_get_use_speed");
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ClassDB::bind_method(D_METHOD("projectile_get_use_speed"), &Spell::projectile_get_use_speed);
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ClassDB::bind_method(D_METHOD("projectile_set_use_speed", "value"), &Spell::projectile_set_use_speed);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "projectile_use_speed"), "projectile_set_use_speed", "projectile_get_use_speed");
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ClassDB::bind_method(D_METHOD("delay_get_speed"), &Spell::delay_get_speed);
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ClassDB::bind_method(D_METHOD("delay_set_speed", "value"), &Spell::delay_set_speed);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "delay_speed"), "delay_set_speed", "delay_get_speed");
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ClassDB::bind_method(D_METHOD("projectile_get_speed"), &Spell::projectile_get_speed);
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ClassDB::bind_method(D_METHOD("projectile_set_speed", "value"), &Spell::projectile_set_speed);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "projectile_speed"), "projectile_set_speed", "projectile_get_speed");
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ClassDB::bind_method(D_METHOD("delay_get_scene"), &Spell::delay_get_scene);
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ClassDB::bind_method(D_METHOD("delay_set_scene", "value"), &Spell::delay_set_scene);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "delay_scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "delay_set_scene", "delay_get_scene");
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ClassDB::bind_method(D_METHOD("projectile_get_scene"), &Spell::projectile_get_scene);
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ClassDB::bind_method(D_METHOD("projectile_set_scene", "value"), &Spell::projectile_set_scene);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "projectile_scene", PROPERTY_HINT_RESOURCE_TYPE, "PackedScene"), "projectile_set_scene", "projectile_get_scene");
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ADD_GROUP("Damage", "damage");
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ClassDB::bind_method(D_METHOD("get_damage_enabled"), &Spell::get_damage_enabled);
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@ -186,20 +186,20 @@ public:
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void set_cast_time(const float value);
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//Delay
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bool delay_get_use_time() const;
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void delay_set_use_time(const bool value);
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bool projectile_get_use_time() const;
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void projectile_set_use_time(const bool value);
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float delay_get_time() const;
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void delay_set_time(const float value);
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float projectile_get_time() const;
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void projectile_set_time(const float value);
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bool delay_get_use_speed() const;
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void delay_set_use_speed(const bool value);
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bool projectile_get_use_speed() const;
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void projectile_set_use_speed(const bool value);
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float delay_get_speed() const;
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void delay_set_speed(const float value);
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float projectile_get_speed() const;
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void projectile_set_speed(const float value);
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Ref<PackedScene> delay_get_scene() const;
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void delay_set_scene(const Ref<PackedScene> &value);
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Ref<PackedScene> projectile_get_scene() const;
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void projectile_set_scene(const Ref<PackedScene> &value);
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//Damage
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bool get_damage_enabled() const;
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@ -398,11 +398,11 @@ private:
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float _range;
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//Delay
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bool _delay_use_time;
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float _delay_time;
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bool _delay_use_speed;
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float _delay_speed;
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Ref<PackedScene> _delay_scene;
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bool _projectile_use_time;
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float _projectile_time;
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bool _projectile_use_speed;
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float _projectile_speed;
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Ref<PackedScene> _projectile_scene;
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bool _damage_enabled;
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int _damage_type;
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39
projectiles/3d/spell_follow_projectile_3d.cpp
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39
projectiles/3d/spell_follow_projectile_3d.cpp
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@ -0,0 +1,39 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "spell_follow_projectile_3d.h"
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#include "../../infos/spell_cast_info.h"
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void SpellFollowProjectile3D::setup_projectile(Ref<SpellCastInfo> info) {
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_info = info;
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}
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SpellFollowProjectile3D::SpellFollowProjectile3D() {
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}
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SpellFollowProjectile3D::~SpellFollowProjectile3D() {
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_info.unref();
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}
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void SpellFollowProjectile3D::_bind_methods() {
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//ClassDB::bind_method(D_METHOD("setup_projectile", "info"), &SpellFollowProjectile3D::setup_projectile);
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}
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projectiles/3d/spell_follow_projectile_3d.h
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46
projectiles/3d/spell_follow_projectile_3d.h
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@ -0,0 +1,46 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef SPELL_PROJECTILE_3D
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#define SPELL_PROJECTILE_3D
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#include "scene/3d/spatial.h"
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class SpellCastInfo;
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class SpellFollowProjectile3D : public Spatial {
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GDCLASS(SpellFollowProjectile3D, Spatial);
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public:
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void setup_projectile(Ref<SpellCastInfo> info);
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SpellFollowProjectile3D();
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~SpellFollowProjectile3D();
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protected:
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static void _bind_methods();
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private:
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Ref<SpellCastInfo> _info;
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};
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#endif
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@ -114,6 +114,8 @@ SOFTWARE.
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#include "data/spells/spell_effect_visual.h"
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#include "data/spells/spell_effect_visual_simple.h"
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#include "projectiles/3d/spell_follow_projectile_3d.h"
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#include "entities/ai/entity_ai.h"
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#include "formations/ai_formation.h"
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@ -218,6 +220,7 @@ void register_entity_spell_system_types() {
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//UI
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ClassDB::register_class<ESDragAndDrop>();
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//Skeleton
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ClassDB::register_class<CharacterSkeleton2D>();
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ClassDB::register_class<CharacterSkeleton3D>();
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@ -235,6 +238,9 @@ void register_entity_spell_system_types() {
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ClassDB::register_class<SpellEffectVisual>();
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ClassDB::register_class<SpellEffectVisualSimple>();
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//Projectiles
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ClassDB::register_class<SpellFollowProjectile3D>();
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//AI
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ClassDB::register_class<EntityAI>();
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