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}"); }
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); } }
public override void _Ready() { // find Godot scene nodes _body = GetNode <KinematicWrapper>("actor_base"); _body.actor = this; }