oh man i fixed that status effect bug

This commit is contained in:
2025-06-07 09:11:13 +10:00
parent c44a730b59
commit 400415f8a5
40 changed files with 648 additions and 270 deletions

View File

@ -1,12 +1,12 @@
class_name StatusEffector extends Node3D
class_name StatusEffector extends Node
@export var hbox: HBoxContainer
@export var enemy: EnemyController
@export var sprite_container: Container ## Container that effect icons should be instantiated under
var enemy: EnemyController ## Enemy Controller that this node should affect
var icon_scene: PackedScene = preload("res://Scenes/status_icon.tscn")
var immune: Array[StatusEffect] = []
var effects: Dictionary = {}
var icons: Dictionary = {}
var immunities: Array[StatusEffect] = [] ## The set of status effects that this effector shouldn't apply
var effects: Dictionary[StatusEffect, int] = {}
var icons: Dictionary[StatusEffect, TextureRect] = {}
func _process(delta: float) -> void:
@ -20,7 +20,7 @@ func _process(delta: float) -> void:
effects[effect] -= 1
effect.on_removed(enemy, effects)
if effects[effect] == 0:
icons[effect].set_visible(false)
icons[effect].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
@ -33,27 +33,25 @@ func force_proc(effect_to_proc: StatusEffect) -> void:
func add_effect(new_effect: StatusEffect) -> void:
for effect: StatusEffect in immune:
# Return early if this node immune to the new effect
for effect: StatusEffect in immunities:
if effect.stats == new_effect.stats:
return
var existing_effect: StatusEffect
var existing_effect: StatusEffect = null
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
existing_effect = new_effect.duplicate()
effects[existing_effect] = 0
var icon: TextureRect = icon_scene.instantiate()
icon.texture = new_effect.stats.icon
icon.set_visible(false)
icons[new_effect] = icon
hbox.add_child(icon)
icon.texture = existing_effect.stats.icon
icons[existing_effect] = icon
sprite_container.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)
icons[existing_effect].visible = true
effects[existing_effect] += 1
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