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-rw-r--r--rust/src/buff_ball.rs91
1 files changed, 43 insertions, 48 deletions
diff --git a/rust/src/buff_ball.rs b/rust/src/buff_ball.rs
index 4b89dbb..219e675 100644
--- a/rust/src/buff_ball.rs
+++ b/rust/src/buff_ball.rs
@@ -2,71 +2,66 @@ use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
-struct BuffBall {
+pub struct BuffBall {
name: String,
description: String,
-
- die_body: Option<Ref<RigidBody>>,
- sphere_body: Option<Ref<RigidBody>>
+ collision_die: Ref<CollisionShape>,
+ collision_sphere: Ref<CollisionShape>,
+ mesh_die: Ref<MeshInstance>,
+ mesh_sphere: Ref<MeshInstance>,
}
impl BuffBall {
- fn new(die_body: Option<Ref<RigidBody>>, sphere_body: Option<Ref<RigidBody>>) -> Self {
+
+ pub fn new(die_body: Box<Ref<RigidBody>>) -> Self {
+
+ // find a collision shape
+ fn search<T: SubClass<Node>> (die_body: &Box<Ref<RigidBody>>, name: String) -> Option<Ref<T>> {
+ unsafe{
+ match die_body.assume_safe().get_node(&name) {
+ None => {
+ godot_warn!("Could not find {}", name);
+ None
+ }
+ Some(node) => {
+ match node.assume_safe().cast::<T>() {
+ None => {
+ godot_warn!("{} is not a {}", name, std::any::type_name::<T>());
+ None
+ },
+ Some(cs) => Some(cs.claim())
+ }
+ }
+ }
+ }
+ }
+
BuffBall {
name: String::from("Ball"),
description: String::from("Roll the dice"),
-
- die_body,
- sphere_body
+ collision_die: search::<CollisionShape>(&die_body, String::from("CollisionShapeDie" )).unwrap(),
+ collision_sphere: search::<CollisionShape>(&die_body, String::from("CollisionShapeSphere")).unwrap(),
+ mesh_die: search::<MeshInstance>(&die_body, String::from("MeshDie" )).unwrap(),
+ mesh_sphere: search::<MeshInstance>(&die_body, String::from("MeshSphere")).unwrap(),
}
}
}
impl Buff for BuffBall {
unsafe fn execute_buff(&mut self) {
- // make sure the sphere rigid body exists
- match &self.sphere_body {
- Some(sphere) => {
- // make sure the dice rigid body exists
- match &self.die_body {
- Some(die) => {
- // get the safe references from the ref<>
- let save_sphere = sphere.assume_safe();
- let save_die = die.assume_safe();
-
- // set the properties of the rigid bodies
- save_die.set_process(false);
- save_sphere.set_process(true);
- save_sphere.show();
- },
- None => godot_warn!("Die body not assigned")
- }
- },
- None => godot_warn!("Sphere body not assigned")
- }
+ self.collision_die.assume_safe().set_disabled(true);
+ self.collision_sphere.assume_safe().set_disabled(false);
+ self.mesh_die.assume_safe().set_visible(false);
+ self.mesh_sphere.assume_safe().set_visible(true);
+ godot_print!("Ball activated");
}
unsafe fn revert_buff(&mut self) {
- // make sure the sphere rigid body exists
- match &self.sphere_body {
- Some(sphere) => {
- // make sure the dice rigid body exists
- match &self.die_body {
- Some(die) => {
- // get the safe references from the ref<>
- let save_sphere = sphere.assume_safe();
- let save_die = die.assume_safe();
-
- // set the properties of the rigid bodies
- save_die.set_process(true);
- save_sphere.set_process(false);
- save_sphere.hide();
- },
- None => godot_warn!("Die body not assigned")
- }
- },
- None => godot_warn!("Sphere body not assigned")
- }
+ self.collision_die.assume_safe().set_disabled(false);
+ self.collision_sphere.assume_safe().set_disabled(true);
+ self.mesh_sphere.assume_safe().set_visible(false);
+ self.mesh_die.assume_safe().set_visible(true);
+ godot_print!("Ball deactivated");
}
fn get_name(self) -> GodotString {