fix: last missing step currently done
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8fe8f61821
commit
df6e283013
6 changed files with 137 additions and 5 deletions
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@ -0,0 +1,28 @@
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local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
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local GoToStep = StepParent:extend()
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function GoToStep:new(controller, args)
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GoToStep.super.new(self, controller, args)
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end
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function GoToStep:start()
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local x, y = self:getStepCoordinate()
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self.choregraphy.actor:goTo(x, y, self.arguments.duration)
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if (self.arguments.blockProcess == false) then
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self:finish()
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else
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self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "goTo")
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end
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end
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function GoToStep:update(dt)
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end
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function GoToStep:getSignal(signal)
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end
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return GoToStep;
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@ -3,12 +3,12 @@ local actions = {}
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local baseURI = "scenes.battlesystem.controllers.fighters.systems.choregraphy.step."
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local baseURI = "scenes.battlesystem.controllers.fighters.systems.choregraphy.step."
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actions["addGFX"] = require(baseURI .. "addGFX")
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actions["addGFX"] = require(baseURI .. "addGFX")
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--actions["dashForward"] = require(baseURI .. "dashForward")
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actions["goTo"] = require(baseURI .. "goTo")
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--actions["jump"] = require(baseURI .. "jump")
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actions["jumpTo"] = require(baseURI .. "jumpTo")
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actions["jumpBack"] = require(baseURI .. "jumpBack")
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actions["playSFX"] = require(baseURI .. "playSFX")
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actions["playSFX"] = require(baseURI .. "playSFX")
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--actions["sendDamage"] = require(baseURI .. "sendDamage")
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actions["sendDamage"] = require(baseURI .. "sendDamage")
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--actions["sendDamageToPoint"] = require(baseURI .. "sendDamageToPoint")
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actions["setAnimation"] = require(baseURI .. "setAnimation")
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--actions["setAnimation"] = require(baseURI .. "setAnimation")
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actions["wait"] = require(baseURI .. "wait")
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actions["wait"] = require(baseURI .. "wait")
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return actions
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return actions
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@ -0,0 +1,28 @@
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local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
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local JumpBackStep = StepParent:extend()
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function JumpBackStep:new(controller, args)
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JumpBackStep.super.new(self, controller, args)
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end
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function JumpBackStep:start()
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local x, y = self.choregraphy.actor.start.x, self.choregraphy.actor.start.y
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self.choregraphy.actor:jumpTo(x, y, 0.5, self.arguments.duration, false, "outQuad")
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if (self.arguments.blockProcess == false) then
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self:finish()
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else
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self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "jumpTo")
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end
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end
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function JumpBackStep:update(dt)
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end
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function JumpBackStep:getSignal(signal)
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end
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return JumpBackStep;
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@ -0,0 +1,28 @@
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local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
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local JumpToStep = StepParent:extend()
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function JumpToStep:new(controller, args)
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JumpToStep.super.new(self, controller, args)
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end
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function JumpToStep:start()
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local x, y = self:getStepCoordinate()
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self.choregraphy.actor:jumpTo(x, y, 1, self.arguments.duration, true, "inOutQuad")
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if (self.arguments.blockProcess == false) then
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self:finish()
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else
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self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "jumpTo")
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end
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end
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function JumpToStep:update(dt)
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end
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function JumpToStep:getSignal(signal)
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end
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return JumpToStep;
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@ -0,0 +1,22 @@
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local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
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local SendDamage = StepParent:extend()
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local maputils = require "scenes.battlesystem.utils"
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function SendDamage:new(system, args)
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SendDamage.super.new(self, system, args)
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end
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function SendDamage:start()
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local power = self.arguments.power
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local accuracy = self.arguments.accuracy
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local isSpecial = self.arguments.isSpecial
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local isAerial = self.arguments.isAerial
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self.choregraphy.haveSentDamage = self.choregraphy:sendDamage(power, accuracy, isSpecial, isAerial)
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self:finish()
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end
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return SendDamage
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@ -0,0 +1,26 @@
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local StepParent = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step.parent"
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local AnimationSetterStep = StepParent:extend()
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function AnimationSetterStep:new(controller, args)
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AnimationSetterStep.super.new(self, controller, args)
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end
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function AnimationSetterStep:start()
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self.choregraphy.actor:changeAnimation(self.arguments.animation)
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if (self.arguments.blockProcess == false) then
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self:finish()
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else
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self.choregraphy.actor:blockChoregraphy(self.arguments.blockProcess, self, "animation")
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end
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end
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function AnimationSetterStep:update(dt)
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end
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function AnimationSetterStep:getSignal(signal)
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end
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return AnimationSetterStep;
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