Files
godot-host-test/Game/Target/Target.cs
T
2026-07-29 11:05:27 +02:00

70 lines
1.9 KiB
C#

using Godot;
using GodotHostTest.Interfaces;
using OwofGames.AetherBind;
using R3;
namespace GodotHostTest.Game.Target;
public partial class Target : Node2D, ITarget
{
private readonly Subject<Unit> _hit = new();
private readonly Subject<Unit> _timedOut = new();
[Export] public required Area2D CollisionArea;
[Export] public required Sprite2D Image;
[Export] public required Timer TimeOutTimer;
[Export] private PackedScene _explosionPackedScene = null!;
[Inject] private ILevel _level = null!;
[Inject] private ITargetCollector _targetCollector = null!;
public Observable<Unit> TimedOut => _timedOut.AsObservable();
public Observable<Unit> Hit => _hit.AsObservable();
public void Enable()
{
Image.Visible = true;
CollisionArea.Monitoring = true;
CollisionArea.Monitorable = true;
TimeOutTimer.Start(_level.SpawnDuration.TotalSeconds);
}
private void Disable()
{
Image.Visible = false;
// can't set monitoring/monitorable when inside collision code, like during OnHit, so let's call them deferred
CollisionArea.SetDeferred(Area2D.PropertyName.Monitoring, false);
CollisionArea.SetDeferred(Area2D.PropertyName.Monitorable, false);
TimeOutTimer.Stop();
}
public override void _Ready()
{
_targetCollector.NewTarget(this);
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
_timedOut.Dispose();
_hit.Dispose();
}
private void OnAreaEntered(Area2D _)
{
Disable();
_hit.OnNext(Unit.Default);
var explosion = (GpuParticles2D)_explosionPackedScene.Instantiate();
explosion.GlobalPosition = GlobalPosition;
explosion.Emitting = true;
GetTree().CurrentScene.AddChild(explosion);
}
private void OnTimeout()
{
Disable();
_timedOut.OnNext(Unit.Default);
}
}