cirnogodot/Scripts/Resources/BossPhase.cs

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using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class BossPhase : Resource
{
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[Export] public string PhaseName = string.Empty;
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[Export] public int Threshold;
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[Export] public bool PlayAnimation;
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[Export] public Array<AttackPattern> Patterns;
private int currentPatternIndex = 0;
private double patternTimer;
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private IPatternMachine _patternMachine;
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public void Start(Boss boss)
{
currentPatternIndex = 0;
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);
_patternMachine.Start();
//Patterns[currentPatternIndex].Start(boss);
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}
public void UpdatePhase(double delta)
{
patternTimer += delta;
var currentPattern = Patterns[currentPatternIndex];
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_patternMachine.UpdatePattern(delta);
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if (!currentPattern.WaitForCompletion || _patternMachine.IsComplete())
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{
currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
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var oldParent = _patternMachine.Parent;
_patternMachine = Patterns[currentPatternIndex].MakeMachine(oldParent);
_patternMachine.Start();
//_patternMachine.Start(currentPattern.Parent);
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}
}
}