Changing bridge layer logic to Bridge script instead of BasicCharacter. The Bridge was moved from GameLevel to TerrainManager because its more related to terrain.

This commit is contained in:
2025-06-21 20:34:26 -03:00
parent 57b67e6d98
commit 724df1b070
10 changed files with 127 additions and 39 deletions

View File

@@ -61,15 +61,14 @@ func _on_animation_finished(_anim_name: StringName) -> void:
_can_attack = true
set_physics_process(true)
func update_collision_layer_mask(_type: String) -> void:
if _type == "in":
set_collision_layer_value(1, false)
set_collision_mask_value(1, false)
set_collision_layer_value(2, true)
set_collision_mask_value(2, true)
if _type == "out":
set_collision_layer_value(1, true)
set_collision_mask_value(1, true)
set_collision_layer_value(2, false)
set_collision_mask_value(2, false)
pass
#func update_collision_layer_mask(_type: String) -> void:
#if _type == "in":
#set_collision_layer_value(1, false)
#set_collision_mask_value(1, false)
#set_collision_layer_value(2, true)
#set_collision_mask_value(2, true)
#if _type == "out":
#set_collision_layer_value(1, true)
#set_collision_mask_value(1, true)
#set_collision_layer_value(2, false)
#set_collision_mask_value(2, false)

View File

@@ -3,8 +3,8 @@
[ext_resource type="Script" uid="uid://cbuavletjs0kl" path="res://Factions/Knights/Troops/base_character.gd" id="1_jdal0"]
[node name="BaseCharacter" type="CharacterBody2D" node_paths=PackedStringArray("_animation", "_sprite2d")]
collision_layer = 9
collision_mask = 9
collision_layer = 137
collision_mask = 137
script = ExtResource("1_jdal0")
_animation = NodePath("Animation")
_sprite2d = NodePath("Texture")