generated from Persson-dev/Godot-Xmake
72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#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_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);
|
|
}
|
|
|
|
BoneCollisionShape::BoneCollisionShape() {}
|
|
|
|
BoneCollisionShape::~BoneCollisionShape() {}
|
|
|
|
void BoneCollisionShape::_ready() {
|
|
#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);
|
|
m_HitMarkers = Object::cast_to<HitMarkers>(
|
|
get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->get_parent()->find_child("HitMarkers"));
|
|
DEV_ASSERT(m_HitMarkers);
|
|
}
|
|
|
|
void BoneCollisionShape::set_head_damage(int a_D) {
|
|
m_HeadDamage = a_D;
|
|
}
|
|
|
|
int BoneCollisionShape::get_head_damage() const {
|
|
return m_HeadDamage;
|
|
}
|
|
|
|
void BoneCollisionShape::set_body_damage(int a_D) {
|
|
m_BodyDamage = a_D;
|
|
}
|
|
|
|
int BoneCollisionShape::get_body_damage() const {
|
|
return m_BodyDamage;
|
|
}
|
|
|
|
void BoneCollisionShape::headshot_hit() {
|
|
ERR_PRINT("zombie headshot hit");
|
|
m_Crosshair->set_dot_color(Color(1, 0, 0, 1));
|
|
m_HitMarkers->hsvisible(true);
|
|
emit_signal("a_ZombieHeadShotHit", m_HeadDamage);
|
|
}
|
|
|
|
void BoneCollisionShape::bodyshot_hit() {
|
|
ERR_PRINT("zombie body hit");
|
|
m_HitMarkers->visible(true);
|
|
emit_signal("a_ZombieBodyShotHit", m_BodyDamage);
|
|
}
|
|
|
|
} // namespace blitz
|