cirnogodot/Scripts/Enemy.cs

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using Cirno.Scripts;
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using Godot;
using System;
using System.Diagnostics;
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public partial class Enemy : Area2D, IDestructible
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{
private InteractionController _cachedPlayer;
private EnemyState _currentState = EnemyState.Idle;
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[Export] public float Health = 4f;
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[Export] public float WalkSpeed = 2500f;
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[Export] public Weapon EquippedWeapon;
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private float _currentHealth = 0f;
private bool _isDestroyed = false;
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private NavigationAgent2D _navigationAgent;
[Export] public bool NavigationEnabled { get; set; } = false;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
{
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_currentHealth = Health;
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
CallDeferred("Setup");
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}
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private void Setup()
{
}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
{
switch (_currentState)
{
case EnemyState.Idle:
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break;
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case EnemyState.Primed:
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// Have the raycast follow the player and shoot if visible
//HandlePlayerDetection();
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break;
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//case EnemyState.Shooting:
// Shoot
//break;
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default:
break;
}
}
public override void _PhysicsProcess(double delta)
{
HandlePlayerDetection();
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if (NavigationEnabled)
{
var moveLocation = _navigationAgent.GetNextPathPosition();
if (_currentState is EnemyState.Primed)
{
this.Position = moveLocation;
}
}
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}
private void HandlePlayerDetection()
{
if (_cachedPlayer == null || _currentState is not EnemyState.Primed)
{
return;
}
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if (IsPlayerInSight())
{
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// Update player position only if player is in sight
if (NavigationEnabled)
{
_navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
}
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Shoot();
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}
}
private void Shoot()
{
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if (EquippedWeapon == null) return;
EquippedWeapon.ShootDirection = (_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized();
EquippedWeapon.Shoot();
// // SHOOT
// var bullet = this.CreateChild<Bullet>(BulletScene);
// // var bullet = BulletScene.Instantiate<Bullet>();
// // Owner.AddChild(bullet);
// // bullet.Transform = this.GlobalTransform;
// // bullet.Position = this.Position;
// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
// bullet.Speed = BulletSpeed;
//
// _ammo -= 1;
//
// if (_ammo <= 0)
// {
// _ammo = BulletCount;
// _cooldownTimer.Start(ReloadTime);
// }
// else
// {
// _cooldownTimer.Start(RateOfFire);
// }
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}
private bool IsPlayerInSight()
{
var spaceState = GetWorld2D().DirectSpaceState;
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var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
var result = spaceState.IntersectRay(query);
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// If count is 0 then the player is in sight, otherwise there is level geometry in the way
return result.Count == 0;
// if (result.Count > 0)
// GD.Print("Hit at point: ", result["position"]);
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}
private void _on_player_detection_area_entered(Area2D area)
{
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// Assume area is player for now
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if (area is InteractionController player)
{
Debug.WriteLine("Enemy detection area Entered by interaction controller");
_cachedPlayer = player;
if (_currentState is EnemyState.Idle)
{
_currentState = EnemyState.Primed;
}
}
}
private void _on_player_detection_area_exited(Area2D area)
{
if (_currentState is EnemyState.Primed)
{
_currentState = EnemyState.Idle;
}
}
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// Bullets collision
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private void _on_area_entered(Area2D area)
{
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}
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private void Explode()
{
Debug.WriteLine("Ded");
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//CreateParticles();
//CreateDebris();
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QueueFree();
}
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public void Hit(float damage)
{
if (_isDestroyed) return;
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_currentHealth -= damage;
if (!(_currentHealth <= 0)) return;
_isDestroyed = true;
Explode();
}
public bool IsDestroyed()
{
return _isDestroyed;
}
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private enum EnemyState
{
Idle,
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Primed,
Patrolling
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}
}