Fix range marker detection issue

(could fix other issues too?)
This commit is contained in:
Raxki 2024-10-29 12:07:28 -04:00
parent c5e3b7f027
commit 565eab0b75
3 changed files with 15 additions and 11 deletions

View file

@ -606,16 +606,18 @@ script = ExtResource("7_jc1pg")
[node name="Victory" type="Node" parent="StateMachine/Root"]
script = ExtResource("7_jc1pg")
[node name="BlastSpawnerEast" type="Marker2D" parent="."]
[node name="RangeSpawners" type="Node2D" parent="."]
[node name="East" type="Marker2D" parent="RangeSpawners"]
position = Vector2(19, -14)
[node name="BlastSpawnerWest" type="Marker2D" parent="."]
[node name="West" type="Marker2D" parent="RangeSpawners"]
position = Vector2(-21, -15)
[node name="BlastSpawnerSouth" type="Marker2D" parent="."]
[node name="South" type="Marker2D" parent="RangeSpawners"]
position = Vector2(-2, 15)
[node name="BlastSpawnerNorth" type="Marker2D" parent="."]
[node name="North" type="Marker2D" parent="RangeSpawners"]
position = Vector2(-4, -40)
[connection signal="animation_finished" from="AnimationTree" to="." method="_on_animation_tree_animation_finished"]

View file

@ -61,7 +61,7 @@ func _on_attackbox_area_entered(area: Area2D):
func _on_cutscene_issued_command(command: CutsceneCommand, manager: CutsceneManager):
if command is MoveCharacterCommand:
var target_character = manager.root.get_node(command.target_character)
var target_character = manager.get_node(command.target_character)
if target_character != self:
return
movement_scripted_target = command.target_vector if command.target_type == "Vector" else manager.get_node(command.target_node).global_position

View file

@ -26,12 +26,7 @@ signal range_attack_initiated(by: CharacterBase)
@onready var melee_hitbox = $Meleebox
@onready var melee_hitbox_collider = $Meleebox/DetectionArea
@onready var spawners = {
Vector2(1,0): $BlastSpawnerEast,
Vector2(-1,0): $BlastSpawnerWest,
Vector2(0,1): $BlastSpawnerSouth,
Vector2(0,-1): $BlastSpawnerNorth
}
@onready var spawners: Dictionary
var timer = 0
@ -46,6 +41,13 @@ var wants_to_melee = false
func _ready():
state_machine.set_expression_property("melee_stage", 0)
if has_node("RangeSpawners"):
spawners = {
Vector2(1,0): $RangeSpawners/East,
Vector2(-1,0): $RangeSpawners/West,
Vector2(0,1): $RangeSpawners/South,
Vector2(0,-1): $RangeSpawners/North
}
func set_animation_direction(facing_direction: Vector2):
anim_tree.set("parameters/idle/blend_position", facing_direction)