cirnogodot/Scripts/Resources/Events/ControlActorEvent.cs

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using Godot;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class ControlActorEvent : EventResource
{
[Export]
public NodePath Target { get; set; }
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private Node _parent;
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private bool _isComplete = false;
public override bool IsComplete()
{
return _isComplete;
}
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public override void Init(Node parent)
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{
_parent = parent;
}
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public override void Start(Node parentNode)
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{
_isComplete = false;
if (_parent.GetNode<Node2D>(Target) is Actor enemy)
{
// TODO: Restore control
// if (GameManager.Instance.ToggleControlMode() is GameState.Controlling)
// {
// enemy.AssumeControl();
// }
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}
_isComplete = true;
}
public override void UpdateEvent(double delta) { }
}