init commit

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2025-05-12 18:07:43 -07:00
commit b410345c18
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using Godot;
using System;
public partial class PreGame : Control {
Options _Options;
Reference _Reference;
Label _AbilityLabel;
public Ability _Ability = Ability.None;
[Export]
public PackedScene Backpack;
public override void _Ready() {
_Reference = GetNode<Reference>("/root/Reference");
_Options = GetNode<Options>( "/root/Options" );
_Reference.PreGame = this;
_AbilityLabel = this.GetChild<Label>(0);
_AbilityLabel.Text = "Current Ability : " + _Ability.ToString();
}
public void _on_ability_pressed() {
int AbilityIndex = (int)_Ability;
_Ability = ( Ability )(AbilityIndex + 1);
if( AbilityIndex >= Enum.GetValues( typeof( Ability ) ).Length - 1 ) {
_Ability = 0;
}
_AbilityLabel.Text = "Current Ability : " + _Ability.ToString();
}
public void _on_player_spawn_pressed(){
Inventory inv = Backpack.Instantiate<Inventory>();
GetNode<Control>("/root/GameRoot/UI/GameUI").AddChild(inv);
inv.Name = "Inventory";
_Reference.GameHandler.SpawnPlayer( Multiplayer.GetUniqueId(), _Options._SettingsFile.Game.UserName, _Ability );
_Reference.PreGame.Visible = false;
}
}
public enum Ability {
None, // No boost perk
Vitality, // Gain slightly more health
Strength, // Gain extra weight carrying | moves faster with more stuff
Stamina, // Run Faster
}