mtd/Scripts/status_effector.gd

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class_name StatusEffector extends Node3D
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@export var hbox: HBoxContainer
@export var enemy: EnemyController
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var icon_scene: PackedScene = preload("res://Scenes/status_icon.tscn")
var immune: Array[StatusEffect] = []
var effects: Dictionary = {}
var icons: Dictionary = {}
func _process(delta: float) -> void:
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for effect: StatusEffect in effects:
if effects[effect] == 0:
continue
effect.time_since_proc += delta
effect.time_existed += delta
if effect.stats.duration > 0.0 and effect.time_existed >= effect.stats.duration:
effect.time_existed -= effect.stats.duration
effects[effect] -= 1
effect.on_removed(enemy, effects)
if effects[effect] == 0:
icons[effect].set_visible(false)
if effect.time_since_proc >= effect.stats.proc_cd:
effect.proc(enemy, effects[effect], effects)
effect.time_since_proc -= effect.stats.proc_cd
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func force_proc(effect_to_proc: StatusEffect) -> void:
for effect: StatusEffect in effects:
if effect.stats == effect_to_proc.stats:
effect.proc(enemy, effects[effect], effects)
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func add_effect(new_effect: StatusEffect) -> void:
for effect: StatusEffect in immune:
if effect.stats == new_effect.stats:
return
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var existing_effect: StatusEffect
for effect: StatusEffect in effects:
if effect.stats == new_effect.stats:
existing_effect = effect
if !existing_effect:
existing_effect = new_effect
effects[new_effect] = 0
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var icon: TextureRect = icon_scene.instantiate()
icon.texture = new_effect.stats.icon
icon.set_visible(false)
icons[new_effect] = icon
hbox.add_child(icon)
if existing_effect.stats.max_stacks == 0 or effects[existing_effect] < existing_effect.stats.max_stacks:
existing_effect.on_attached(enemy, effects)
icons[existing_effect].set_visible(true)
effects[existing_effect] += 1
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existing_effect.time_existed = 0.0
if existing_effect.stats.max_stacks != 0 and effects[existing_effect] > existing_effect.stats.max_stacks:
effects[existing_effect] = existing_effect.stats.max_stacks