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