cirnogodot/Scripts/Components/FSM/Enemy/3D/EnemyDamageModule3D.cs

63 lines
1.8 KiB
C#
Raw Normal View History

2025-06-21 18:54:14 +02:00
using Cirno.Scripts.Components.Actors;
2025-06-26 14:03:36 +02:00
using Cirno.Scripts.Components.Actors._3D;
2025-06-21 18:54:14 +02:00
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class EnemyDamageModule3D : ModuleBase<EnemyState, CharacterBody3D>
{
[Export] public DamageReceiver3D DamageReceiver { get; private set; }
[Export] public EnemyStorage3D StorageModule { get; private set; }
2025-06-26 14:03:36 +02:00
[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
2025-06-21 18:54:14 +02:00
private IStateMachine<EnemyState, CharacterBody3D> _machine;
public override void EnterState(EnemyState state)
{
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
2025-06-26 14:03:36 +02:00
DamageReceiver.HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
2025-06-21 18:54:14 +02:00
}
public override void ExitState(EnemyState state)
{
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
2025-06-26 14:03:36 +02:00
DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
2025-06-21 18:54:14 +02:00
DamageReceiver.ChangeState(false);
}
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
_machine = machine;
}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
{
2025-06-26 14:03:36 +02:00
if (_machine.GetState() is EnemyState.Idle)
{
StorageModule.AiState = AiState.Enabled;
_machine.SetState(EnemyState.Alert);
}
AnimationProvider.Blink();
2025-06-21 18:54:14 +02:00
}
private void HealthProviderOnResourceDepleted()
{
_machine.SetState(EnemyState.Dead);
}
}