Fix SubViewport bug when opening the scene FirstPersonPlayer / Zombie (bone collision shape) / Bullet in the editor

This commit is contained in:
Morph01
2024-08-30 15:49:22 +02:00
parent 68d3cec08a
commit 791cea356d
3 changed files with 48 additions and 22 deletions

View File

@@ -1,23 +1,25 @@
#include "BoneCollisionShape.h"
#include <godot_cpp/classes/engine.hpp>
using namespace godot;
namespace blitz {
void BoneCollisionShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
ADD_SIGNAL(MethodInfo("a_ZombieHeadShotHit", PropertyInfo(Variant::INT, "dam")));
ADD_SIGNAL(MethodInfo("a_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam")));
ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
}
BoneCollisionShape::BoneCollisionShape() {}
@@ -25,36 +27,42 @@ BoneCollisionShape::BoneCollisionShape() {}
BoneCollisionShape::~BoneCollisionShape() {}
void BoneCollisionShape::_ready() {
m_Crosshair = Object::cast_to<Crosshair>(get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
m_Crosshair = Object::cast_to<Crosshair>(
get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
}
void BoneCollisionShape::set_head_damage(int a_D) {
m_HeadDamage = a_D;
m_HeadDamage = a_D;
}
int BoneCollisionShape::get_head_damage() const {
return m_HeadDamage;
return m_HeadDamage;
}
void BoneCollisionShape::set_body_damage(int a_D) {
m_BodyDamage = a_D;
m_BodyDamage = a_D;
}
int BoneCollisionShape::get_body_damage() const {
return m_BodyDamage;
return m_BodyDamage;
}
void BoneCollisionShape::headshot_hit() {
ERR_PRINT("zombie headshot hit");
m_Crosshair->set_dot_color(Color(1,0,0,1));
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
ERR_PRINT("zombie headshot hit");
m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
}
void BoneCollisionShape::bodyshot_hit() {
ERR_PRINT("zombie body hit");
m_Crosshair->set_dot_color(Color(0,0,1,1));
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
ERR_PRINT("zombie body hit");
m_Crosshair->set_dot_color(Color(0, 0, 1, 1));
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
}
} // namespace blitz

View File

@@ -1,6 +1,8 @@
#include "Bullet.h"
#include "BoneCollisionShape.h"
#include <godot_cpp/classes/engine.hpp>
using namespace godot;
namespace blitz {
@@ -25,6 +27,11 @@ void Bullet::_ready() {
m_Timer = memnew(Timer);
add_child(m_Timer);
m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
#endif
m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
DEV_ASSERT(m_Crosshair);
}

View File

@@ -15,8 +15,19 @@ Crosshair::Crosshair() :
Crosshair::~Crosshair() {}
void Crosshair::_ready() {
m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->get_parent()->find_child("FirstPersonPlayer"));
DEV_ASSERT(m_Player);
// Catch the parent node directly without SubViewport problem in the editor thx to "recursivity" (if we go up the tree one more
// notch its bugging)
Node* root_node = get_parent();
while (root_node != nullptr && !root_node->is_class("FirstPersonPlayer")) {
root_node = root_node->get_parent();
}
if (root_node != nullptr && root_node->is_class("FirstPersonPlayer")) {
m_Player = Object::cast_to<FirstPersonPlayer>(root_node);
DEV_ASSERT(m_Player);
} else {
ERR_PRINT("FirstPersonPlayer not found in parent hierarchy.");
}
m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
for (size_t i = 0; i < m_CrosshairLines.size(); i++) {