Fix sliding bug after Hiro clone fight ends with both hurt at the same time
And also implement draw cutscene for Hiro clone
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6ddab73ba5
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@ -27,7 +27,8 @@ func _ready():
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func _on_player_defeated(by_what: Util.AttackType):
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if stage == 1:
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cutscene_manager.load_cutscene(load("res://Cutscenes/prototype_clone_defeated.tres"))
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var outcome = "defeated" if hiro_ai.health > 0 else "draw"
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cutscene_manager.load_cutscene(load("res://Cutscenes/prototype_clone_{0}.tres".format([outcome])))
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elif stage == 2:
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if Globals.nsfw == true:
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sound_manager.play_sound("effect_smoke")
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@ -144,7 +145,8 @@ func _on_cutscene_loaded(_cutscene_name: String, auto_start: bool):
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func _on_shadow_clone_defeated():
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barrier.process_mode = Node.PROCESS_MODE_DISABLED
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cutscene_manager.load_cutscene(load("res://Cutscenes/prototype_clone_victory.tres"))
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if player.health > 0:
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cutscene_manager.load_cutscene(load("res://Cutscenes/prototype_clone_victory.tres"))
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func _on_reed_ai_defeated():
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if player.health > 0:
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@ -472,7 +472,7 @@ polygon = PackedVector2Array(-84, -31, -76, -57, -43, -71, -84, -71)
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[connection signal="interacted_with_object" from="HiroPlayer" to="." method="_on_player_interacted_with_object"]
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[connection signal="attack_did_hit" from="ShadowClone" to="HiroPlayer" method="_on_enemy_attack_did_hit"]
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[connection signal="attacked" from="ShadowClone" to="SoundManager" method="_on_humanoid_character_attacked"]
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[connection signal="defeated" from="ShadowClone" to="." method="_on_shadow_clone_defeated"]
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[connection signal="defeated" from="ShadowClone" to="." method="_on_shadow_clone_defeated" flags=3]
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[connection signal="got_hurt" from="ShadowClone" to="SoundManager" method="_on_character_got_hurt"]
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[connection signal="got_hurt" from="ShadowClone" to="CanvasLayer/BattleUI" method="_on_enemy_got_hurt"]
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[connection signal="attack_did_hit" from="ReedAI" to="HiroPlayer" method="_on_enemy_attack_did_hit"]
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