feat: exposed health status getter on player
This commit is contained in:
parent
74aead946c
commit
a734eb8b20
2 changed files with 23 additions and 17 deletions
|
|
@ -1,4 +1,5 @@
|
|||
#include "player_body.h"
|
||||
#include "health_status.h"
|
||||
#include "macros.h"
|
||||
#include "player_input.h"
|
||||
#include "weapon_base.h"
|
||||
|
|
@ -9,16 +10,19 @@ PlayerBody *PlayerBody::singleton_instance{ nullptr };
|
|||
void PlayerBody::_bind_methods() {
|
||||
}
|
||||
|
||||
void PlayerBody::ready() {
|
||||
PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
|
||||
input->connect(PlayerInput::sig_movement_input, callable_mp(this, &self_type::set_movement_input));
|
||||
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
|
||||
input->connect(PlayerInput::sig_jump, callable_mp(this, &self_type::on_jump_input));
|
||||
input->connect(PlayerInput::sig_run, callable_mp(this, &self_type::on_run_input));
|
||||
this->weapons = cast_to<WeaponInventory>(get_node(NodePath("%WeaponInventory")));
|
||||
}
|
||||
|
||||
void PlayerBody::process(double delta) {
|
||||
void PlayerBody::on_child_entered(Node *node) {
|
||||
if (PlayerInput * input{ cast_to<PlayerInput>(node) }) {
|
||||
input->connect(PlayerInput::sig_movement_input, callable_mp(this, &self_type::set_movement_input));
|
||||
input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
|
||||
input->connect(PlayerInput::sig_jump, callable_mp(this, &self_type::on_jump_input));
|
||||
input->connect(PlayerInput::sig_run, callable_mp(this, &self_type::on_run_input));
|
||||
}
|
||||
if (WeaponInventory * inventory{ cast_to<WeaponInventory>(node) }) {
|
||||
this->weapons = inventory;
|
||||
}
|
||||
if (HealthStatus * health{ cast_to<HealthStatus>(node) }) {
|
||||
this->health = health;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerBody::physics_process(double delta) {
|
||||
|
|
@ -65,6 +69,7 @@ void PlayerBody::_notification(int what) {
|
|||
return;
|
||||
case NOTIFICATION_ENTER_TREE:
|
||||
singleton_instance = this;
|
||||
connect("child_entered_tree", callable_mp(this, &self_type::on_child_entered));
|
||||
return;
|
||||
case NOTIFICATION_EXIT_TREE:
|
||||
singleton_instance = nullptr;
|
||||
|
|
@ -72,10 +77,6 @@ void PlayerBody::_notification(int what) {
|
|||
case NOTIFICATION_READY:
|
||||
set_process(true);
|
||||
set_physics_process(true);
|
||||
ready();
|
||||
return;
|
||||
case NOTIFICATION_PROCESS:
|
||||
process(get_process_delta_time());
|
||||
return;
|
||||
case NOTIFICATION_PHYSICS_PROCESS:
|
||||
physics_process(get_physics_process_delta_time());
|
||||
|
|
@ -94,3 +95,7 @@ bool PlayerBody::get_is_running() const {
|
|||
bool PlayerBody::get_wants_to_run() const {
|
||||
return this->try_running && this->movement_input.y > 0.f && this->is_on_floor();
|
||||
}
|
||||
|
||||
HealthStatus *PlayerBody::get_health() const {
|
||||
return this->health;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue