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Tutorial levels #108
Tutorial levels #108
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cdsupina
commented
Sep 10, 2023
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edited
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edited
- Changed input handling to be "action" based use Leafwing Input Manager
- Optional tutorial level
- phases for tracking tutorial objectives
- can be toggled on and off in character selection screen with (up and down inputs)
- only available for single player
- 3 generic tutorials for movement, attack (and protect), and special ability,
- Overhauled game ui to use hierarchy from single game ui entity
…cause they are used by the PlayerPlugin
…e the gate defense objective
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#[derive(Deserialize)] | ||
pub struct InputBindings { |
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pub struct InputBindings { | |
struct InputBindings { |
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..default() | ||
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} |
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Gamedev brained ....
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The other files are < 1k so i dont really care if they are in git. This sound file should be in S3 though.
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help
pub player_data: Vec<Option<PlayerData>>, | ||
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#[derive(Debug, Clone)] | ||
pub struct PlayerData { | ||
pub character: CharacterType, | ||
pub input: PlayerInput, | ||
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impl Default for PlayersResource { | ||
fn default() -> Self { | ||
PlayersResource { | ||
player_data: vec![None, None, None, None], | ||
} | ||
} | ||
} |
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PlayersResource
doesnt make any sense to me. Why is it Vec<Option<_>>? Why is the default 4 nones?
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It's for Nones for up to for possible players in the game. When a player slot is filled it becomes Some(PlayerData) for that slot.
pub struct MobReachedBottomGateEvent { | ||
pub mob_type: Option<MobType>, | ||
pub mob_segment_type: Option<MobSegmentType>, | ||
pub defense_interaction: DefenseInteraction, | ||
} |
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Hmm. Lets talk about this type. Should this have an enum? Or just an Entity
? 2 options seems odd.
…player module in implementation