Ejemplo n.º 1
0
        public override void _Ready()
        {
            if (mobDef == null)
            {
                Console.WriteLine($"EntMob had no mob type set - getting default");
                mobDef = Main.i.factory.GetMobType(GameFactory.MobType_Humanoid);
            }
            _health = mobDef.defaultHealth;
            // find Godot scene nodes
            body = GetNode <KinematicWrapper>("actor_base");
            body.SetCallbacks(OnHealthChange, OnDeath);
            body.InitHealth(mobDef.defaultHealth, mobDef.defaultHealth);
            body.actor = this;

            if (_entId == 0)
            {
                // no id previous set, request one
                Console.WriteLine($"EntMob - no id set - registering self");
                _entId = Main.i.game.ReserveActorId(1);
                Main.i.game.RegisterActor(this);
            }
            prjDef                = new ProjectileDef();
            prjDef.damage         = 10;
            prjDef.launchSpeed    = 100;
            prjDef.prefabPath     = GameFactory.Path_PointProjectile;
            prjDef.speedMode      = ProjectileDef.SpeedMode.Accel;
            prjDef.maxSpeed       = 100;
            prjDef.minSpeed       = 10;
            prjDef.accelPerSecond = -300;

            _debugSb.Clear();
            _debugSb.Append($"EntMob Id {_entId}");
        }
Ejemplo n.º 2
0
        public override void _Ready()
        {
            _body       = GetNode <KinematicWrapper>("body");
            _bodyOffset = _body.GlobalTransform.origin - GlobalTransform.origin;
            //ZqfGodotUtils.AddChildNodeToList(this, _turrets, "body/turret_a");
            //ZqfGodotUtils.AddChildNodeToList(this, _turrets, "body/turret_b");
            ZqfGodotUtils.GetAllChildrenOfType(_body, _turrets);
            int len = _turrets.Count;

            for (int i = 0; i < len; ++i)
            {
                EntTurret tur = _turrets[i];
                tur.SetDeathCallback(OnTurretDied);
            }
        }
Ejemplo n.º 3
0
 public override void _Ready()
 {
     // find Godot scene nodes
     _body       = GetNode <KinematicWrapper>("actor_base");
     _body.actor = this;
 }