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Dog-Lynx-And-HCN/scripts/Statemachine/ObstacleBase.gd
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extends StaticBody2D
class_name ObstacleBase
signal healthChanged(newHealth: float)
@export var healthMax: float = 100
@export var penerateResistance: float = 0
@export var blockPlayer: bool = false
@export var blockEnemy: bool = false
@onready var statebar: ObstacleStateBar = $%statebar
@onready var texture: AnimatedSprite2D = $%texture
@onready var hitbox: CollisionShape2D = $%hitbox
var health: float = 0
var launcher: EntityBase = null
func _ready():
health = healthMax
if blockPlayer:
collision_layer |= EntityBase.Layers.PLAYER
collision_mask |= EntityBase.Layers.PLAYER
if blockEnemy:
collision_layer |= EntityBase.Layers.ENEMY
collision_mask |= EntityBase.Layers.ENEMY
healthChanged.connect(
func(newHealth):
statebar.healthBar.maxValue = healthMax
statebar.healthBar.setCurrent(newHealth)
)
func _process(_delta):
statebar.global_rotation = 0
statebar.applyText()
func initHealth(maxHealth: float):
healthMax = maxHealth
health = healthMax
statebar.forceSync()
statebar.applyText()
func takeDamage(damage: float):
health -= damage
healthChanged.emit(health)
if health <= 0:
tryDie()
func tryDie():
die()
queue_free()
func die():
pass
static func generate(
obstacle: PackedScene,
spawnPosition: Vector2,
spawnRotation: float = 0,
itsLauncher: EntityBase = null,
addToWorld: bool = true
) -> ObstacleBase:
var instance: ObstacleBase = obstacle.instantiate()
instance.position = spawnPosition
instance.rotation = spawnRotation
instance.launcher = itsLauncher
if addToWorld:
WorldManager.rootNode.spawn(instance)
return instance