2024-08-17 19:11:49 +02:00
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using Cirno.Scripts;
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2024-08-17 17:00:50 +02:00
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using Godot;
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using System;
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using System.Diagnostics;
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2024-08-18 11:33:17 +02:00
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public partial class Enemy : Area2D, IDestructible
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2024-08-17 17:00:50 +02:00
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{
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private InteractionController _cachedPlayer;
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private EnemyState _currentState = EnemyState.Idle;
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2024-08-18 11:33:17 +02:00
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[Export] public float Health = 4f;
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2025-01-24 15:24:37 +01:00
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[Export] public float WalkSpeed = 2500f;
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2024-11-15 16:32:26 +01:00
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[Export] public Weapon EquippedWeapon;
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2024-08-18 17:38:32 +02:00
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2024-08-18 11:33:17 +02:00
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private float _currentHealth = 0f;
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private bool _isDestroyed = false;
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2024-11-15 16:32:26 +01:00
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2025-01-24 15:24:37 +01:00
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private NavigationAgent2D _navigationAgent;
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[Export] public bool NavigationEnabled { get; set; } = false;
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2024-11-13 11:20:27 +01:00
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2024-11-11 16:53:03 +01:00
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// Called when the node enters the scene tree for the first time.
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2024-08-17 17:00:50 +02:00
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public override void _Ready()
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{
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2024-08-18 11:33:17 +02:00
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_currentHealth = Health;
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2025-01-24 15:24:37 +01:00
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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CallDeferred("Setup");
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2024-08-17 17:00:50 +02:00
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}
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2025-01-24 15:24:37 +01:00
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private void Setup()
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{
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}
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2024-11-11 16:53:03 +01:00
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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2024-08-17 17:00:50 +02:00
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public override void _Process(double delta)
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{
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switch (_currentState)
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{
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case EnemyState.Idle:
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2024-11-11 16:53:03 +01:00
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2024-08-17 17:00:50 +02:00
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break;
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2024-11-11 16:53:03 +01:00
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2024-08-17 17:00:50 +02:00
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case EnemyState.Primed:
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// Have the raycast follow the player and shoot if visible
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//HandlePlayerDetection();
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2024-08-17 17:00:50 +02:00
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break;
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2024-11-11 16:53:03 +01:00
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//case EnemyState.Shooting:
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// Shoot
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//break;
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2024-08-17 17:00:50 +02:00
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default:
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break;
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}
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}
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public override void _PhysicsProcess(double delta)
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{
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HandlePlayerDetection();
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2025-01-24 15:24:37 +01:00
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if (NavigationEnabled)
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{
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var moveLocation = _navigationAgent.GetNextPathPosition();
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if (_currentState is EnemyState.Primed)
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{
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this.Position = moveLocation;
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}
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}
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2024-08-17 17:00:50 +02:00
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}
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private void HandlePlayerDetection()
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{
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if (_cachedPlayer == null || _currentState is not EnemyState.Primed)
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{
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return;
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}
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2024-11-15 16:32:26 +01:00
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if (IsPlayerInSight())
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2024-08-17 19:11:49 +02:00
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{
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// Update player position only if player is in sight
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if (NavigationEnabled)
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{
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_navigationAgent.SetTargetPosition(_cachedPlayer.GlobalPosition);
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}
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2024-11-13 11:20:27 +01:00
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Shoot();
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2025-01-24 15:24:37 +01:00
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2024-11-13 11:20:27 +01:00
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}
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}
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private void Shoot()
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{
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2024-11-15 16:32:26 +01:00
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if (EquippedWeapon == null) return;
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EquippedWeapon.ShootDirection = (_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized();
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EquippedWeapon.Shoot();
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// // SHOOT
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// var bullet = this.CreateChild<Bullet>(BulletScene);
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// // var bullet = BulletScene.Instantiate<Bullet>();
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// // Owner.AddChild(bullet);
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// // bullet.Transform = this.GlobalTransform;
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// // bullet.Position = this.Position;
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// bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
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// bullet.Speed = BulletSpeed;
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//
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// _ammo -= 1;
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//
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// if (_ammo <= 0)
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// {
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// _ammo = BulletCount;
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// _cooldownTimer.Start(ReloadTime);
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// }
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// else
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// {
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// _cooldownTimer.Start(RateOfFire);
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// }
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}
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2024-08-17 19:11:49 +02:00
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private bool IsPlayerInSight()
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{
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var spaceState = GetWorld2D().DirectSpaceState;
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2024-08-17 17:00:50 +02:00
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var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
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var result = spaceState.IntersectRay(query);
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2024-11-11 16:53:03 +01:00
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// If count is 0 then the player is in sight, otherwise there is level geometry in the way
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return result.Count == 0;
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// if (result.Count > 0)
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// GD.Print("Hit at point: ", result["position"]);
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2024-08-17 17:00:50 +02:00
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}
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private void _on_player_detection_area_entered(Area2D area)
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{
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// Assume area is player for now
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if (area is InteractionController player)
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{
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Debug.WriteLine("Enemy detection area Entered by interaction controller");
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_cachedPlayer = player;
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if (_currentState is EnemyState.Idle)
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{
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_currentState = EnemyState.Primed;
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}
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}
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}
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private void _on_player_detection_area_exited(Area2D area)
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{
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if (_currentState is EnemyState.Primed)
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{
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_currentState = EnemyState.Idle;
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}
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}
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2024-11-11 16:53:03 +01:00
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// Bullets collision
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2024-08-18 11:33:17 +02:00
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private void _on_area_entered(Area2D area)
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{
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2024-08-18 11:33:17 +02:00
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}
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2024-08-18 17:38:32 +02:00
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private void Explode()
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{
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Debug.WriteLine("Ded");
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2024-11-11 16:53:03 +01:00
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//CreateParticles();
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//CreateDebris();
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2024-08-18 17:38:32 +02:00
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QueueFree();
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}
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2024-08-18 11:33:17 +02:00
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public void Hit(float damage)
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{
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if (_isDestroyed) return;
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2024-11-11 16:53:03 +01:00
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2024-08-18 11:33:17 +02:00
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_currentHealth -= damage;
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if (!(_currentHealth <= 0)) return;
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_isDestroyed = true;
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Explode();
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}
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public bool IsDestroyed()
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{
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return _isDestroyed;
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}
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2024-08-17 17:00:50 +02:00
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private enum EnemyState
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{
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Idle,
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2025-01-24 15:24:37 +01:00
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Primed,
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Patrolling
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2024-08-17 17:00:50 +02:00
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}
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}
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