generated from Persson-dev/Godot-Xmake
Fix SubViewport bug when opening the scene FirstPersonPlayer / Zombie (bone collision shape) / Bullet in the editor
This commit is contained in:
@@ -1,23 +1,25 @@
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#include "BoneCollisionShape.h"
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#include <godot_cpp/classes/engine.hpp>
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using namespace godot;
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namespace blitz {
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void BoneCollisionShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
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ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
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ClassDB::bind_method(D_METHOD("get_head_damage"), &BoneCollisionShape::get_head_damage);
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ClassDB::bind_method(D_METHOD("set_head_damage", "m_HeadDamage"), &BoneCollisionShape::set_head_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_HeadDamage"), "set_head_damage", "get_head_damage");
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ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
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ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
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ClassDB::bind_method(D_METHOD("get_body_damage"), &BoneCollisionShape::get_body_damage);
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ClassDB::bind_method(D_METHOD("set_body_damage", "m_BodyDamage"), &BoneCollisionShape::set_body_damage);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "m_BodyDamage"), "set_head_damage", "get_body_damage");
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ADD_SIGNAL(MethodInfo("a_ZombieHeadShotHit", PropertyInfo(Variant::INT, "dam")));
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ADD_SIGNAL(MethodInfo("a_ZombieBodyShotHit", PropertyInfo(Variant::INT, "dam")));
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ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
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ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
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ClassDB::bind_method(D_METHOD("headshot_hit"), &BoneCollisionShape::headshot_hit);
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ClassDB::bind_method(D_METHOD("bodyshot_hit"), &BoneCollisionShape::bodyshot_hit);
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}
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BoneCollisionShape::BoneCollisionShape() {}
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@@ -25,36 +27,42 @@ BoneCollisionShape::BoneCollisionShape() {}
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BoneCollisionShape::~BoneCollisionShape() {}
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void BoneCollisionShape::_ready() {
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m_Crosshair = Object::cast_to<Crosshair>(get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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m_Crosshair = Object::cast_to<Crosshair>(
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get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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}
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void BoneCollisionShape::set_head_damage(int a_D) {
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m_HeadDamage = a_D;
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m_HeadDamage = a_D;
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}
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int BoneCollisionShape::get_head_damage() const {
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return m_HeadDamage;
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return m_HeadDamage;
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}
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void BoneCollisionShape::set_body_damage(int a_D) {
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m_BodyDamage = a_D;
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m_BodyDamage = a_D;
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}
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int BoneCollisionShape::get_body_damage() const {
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return m_BodyDamage;
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return m_BodyDamage;
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}
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void BoneCollisionShape::headshot_hit() {
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ERR_PRINT("zombie headshot hit");
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m_Crosshair->set_dot_color(Color(1,0,0,1));
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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ERR_PRINT("zombie headshot hit");
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m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
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emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
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}
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void BoneCollisionShape::bodyshot_hit() {
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ERR_PRINT("zombie body hit");
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m_Crosshair->set_dot_color(Color(0,0,1,1));
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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ERR_PRINT("zombie body hit");
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m_Crosshair->set_dot_color(Color(0, 0, 1, 1));
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emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
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}
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} // namespace blitz
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@@ -1,6 +1,8 @@
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#include "Bullet.h"
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#include "BoneCollisionShape.h"
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#include <godot_cpp/classes/engine.hpp>
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using namespace godot;
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namespace blitz {
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@@ -25,6 +27,11 @@ void Bullet::_ready() {
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m_Timer = memnew(Timer);
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add_child(m_Timer);
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m_Timer->connect("timeout", callable_mp(this, &Bullet::_on_timer_timeout));
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#if DEBUG_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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#endif
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m_Crosshair = Object::cast_to<Crosshair>(get_parent()->find_child("Crosshair"));
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DEV_ASSERT(m_Crosshair);
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}
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@@ -15,8 +15,19 @@ Crosshair::Crosshair() :
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Crosshair::~Crosshair() {}
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void Crosshair::_ready() {
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m_Player = Object::cast_to<FirstPersonPlayer>(get_parent()->get_parent()->get_parent()->find_child("FirstPersonPlayer"));
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DEV_ASSERT(m_Player);
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// Catch the parent node directly without SubViewport problem in the editor thx to "recursivity" (if we go up the tree one more
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// notch its bugging)
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Node* root_node = get_parent();
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while (root_node != nullptr && !root_node->is_class("FirstPersonPlayer")) {
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root_node = root_node->get_parent();
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}
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if (root_node != nullptr && root_node->is_class("FirstPersonPlayer")) {
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m_Player = Object::cast_to<FirstPersonPlayer>(root_node);
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DEV_ASSERT(m_Player);
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} else {
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ERR_PRINT("FirstPersonPlayer not found in parent hierarchy.");
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}
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m_CrosshairLines = {Object::cast_to<Line2D>(find_child("Top")), Object::cast_to<Line2D>(find_child("Right")),
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Object::cast_to<Line2D>(find_child("Bottom")), Object::cast_to<Line2D>(find_child("Left"))};
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for (size_t i = 0; i < m_CrosshairLines.size(); i++) {
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