c6b04006da
Fixes #44 Fixes #45
87 lines
2.4 KiB
Lua
87 lines
2.4 KiB
Lua
local ChoregraphySystem = Object:extend()
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local choregraphyUtils = require "game.utils.choregraphy"
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local stepObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.step"
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local qteObjectList = require "scenes.battlesystem.controllers.fighters.systems.choregraphy.qte"
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function ChoregraphySystem:new(action, choregraphy)
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self.action = action
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self.fighter = action.fighter
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self.actor = self.fighter.actor
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self.assets = self.fighter.actor.assets
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self.world = self.actor.world
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self.target = action.target
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self.currentStepId = 0
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self.currentStep = nil
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self.stepList = choregraphy
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self.qte = {}
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self.qte.current = nil
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self.qte.wasSuccess = false
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end
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function ChoregraphySystem:update(dt)
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if (self.qte.current ~= nil) then
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self.qte.current:update(dt)
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end
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if (self.currentStep ~= nil) then
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self.currentStep:updateStep(dt)
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else
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self:switchStep()
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end
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end
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function ChoregraphySystem:switchStep()
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if self:haveNextStep() then
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self.currentStepId = self.currentStepId + 1
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local stepData = choregraphyUtils.getStepDatas(self.stepList[self.currentStepId])
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core.debug:print("cbs/choregraphy", "Starting step " .. stepData.name)
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if (stepObjectList[stepData.name] ~= nil) then
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self.currentStep = stepObjectList[stepData.name](self, stepData.arguments)
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end
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else
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self:endChoregraphy()
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end
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end
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function ChoregraphySystem:addQTE(action, origin, qteBaseData, blockProcess)
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local qteData = choregraphyUtils.getQteDatas(qteBaseData)
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if (qteObjectList[qteData.name] ~= nil) then
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self.qte.current = qteObjectList[qteData.name](self, qteData.arguments)
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self.qte.current:blockAction(action, blockProcess)
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self.qte.current:setOrigin(origin)
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end
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end
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function ChoregraphySystem:sendDamage(power, accuracy, isSpecial, isAerial)
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if (self.target ~= nil) then
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if (self.fighter.isAlive) then
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self.fighter:sendDamage(self.target, power, accuracy, isSpecial, isAerial)
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return true
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else
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return false
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end
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end
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end
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function ChoregraphySystem:useItemEffect()
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self.action:useItemEffect()
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end
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function ChoregraphySystem:endStep()
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self.currentStep = nil
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end
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function ChoregraphySystem:endChoregraphy()
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self.actor:choregraphyEnded()
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self.action:choregraphyEnded()
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self.fighter.turnSystem:applyDeath()
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end
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function ChoregraphySystem:haveNextStep()
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return ((self.currentStepId + 1) <= #self.stepList)
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end
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return ChoregraphySystem
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