Example #1
0
 public override void _Ready()
 {
     _owner                    = Owner as Node2D;
     _velocityComponent        = GetNodeOrNull <VelocityComponent>(_velocityComponentPath ?? string.Empty);
     _entityAnimationComponent = GetNodeOrNull <EntityAnimationComponent>(_entityAnimationComponentPath ?? string.Empty);
     GetNodeOrNull <HealthComponent>(_healthComponentPath ?? string.Empty)?.Connect(nameof(HealthComponent.HealthDepleted), this, nameof(OnHealthDepleted));
 }
Example #2
0
        public override void _Ready()
        {
            _velocityComponent = _velocityComponentPath != null?GetNode <VelocityComponent>(_velocityComponentPath) : null;

            _damageReceiverComponent = _damageReceiverComponentPath != null?GetNode <DamageReceiverComponent>(_damageReceiverComponentPath) : null;

            _damageReceiverComponent?.Connect(nameof(DamageReceiverComponent.DamageReceived), this, nameof(OnDamageReceived));
        }
Example #3
0
        public override void _Ready()
        {
            _stateMachine.AddState(MoveState.GROUNDED, StateGrounded);
            _stateMachine.AddState(MoveState.AIRBORNE, StateAirborne);
            _stateMachine.SetInitialState(MoveState.GROUNDED);

            _owner                    = Owner as KinematicBody2D;
            _velocityComponent        = GetNode <VelocityComponent>(_velocityComponentPath);
            _entityAnimationComponent = GetNode <EntityAnimationComponent>(_entityAnimationComponentPath);
            _weaponSocketComponent    = GetNode <WeaponSocketComponent>(_weaponSocketComponentPath);

            GetNode <Timer>("Timer").Connect("timeout", this, nameof(OnTimerTimeout));
        }
Example #4
0
 public override void _Ready()
 {
     _owner             = Owner as KinematicBody2D;
     _velocityComponent = GetNode <VelocityComponent>(_velocityComponentPath);
     Connect("area_entered", this, nameof(OnAreaEntered));
 }