cirnogodot/Scripts/Components/Actors/EnemyPossessionMovement.cs

102 lines
2.5 KiB
C#
Raw Normal View History

using Cirno.Scripts.Components.Actors;
2025-02-18 22:14:42 +01:00
using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
// State accessor
2025-02-23 22:38:33 +01:00
private AiState _previousAiState;
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
[Export] public string ControlEndAction { get; private set; } = "pause";
[Export] public string ShootAction { get; private set; } = "shoot";
[Export] public DamageReceiverActorModule DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
2025-02-18 22:14:42 +01:00
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
2025-02-23 22:38:33 +01:00
_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
parent.OnDeath += () =>
{
if (_actorAi.Ai is AiState.Controlled)
{
ResumeControl();
}
};
2025-02-23 22:38:33 +01:00
}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is not AiState.Controlled) return;
if (GetActionPressed(ShootAction))
{
Shoot();
}
if (GetActionJustPressed(ControlEndAction))
2025-02-23 22:38:33 +01:00
{
if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
{
ResumeControl();
}
}
2025-02-18 22:14:42 +01:00
}
private void Shoot()
{
if (EquippedWeapon == null) return;
var direction = FacingDirection.Normalized();
EquippedWeapon.ShootDirection = direction;
EquippedWeapon.Shoot(BulletOwner.Player);
}
2025-02-18 22:14:42 +01:00
2025-02-20 18:26:53 +01:00
public override void PhysicsUpdate(double delta)
2025-02-18 22:14:42 +01:00
{
2025-02-23 18:08:57 +01:00
if (IsDestroyed) return;
2025-02-18 22:14:42 +01:00
if (_actorAi.Ai is AiState.Controlled)
2025-02-20 18:26:53 +01:00
base.PhysicsUpdate(delta);
2025-02-18 22:14:42 +01:00
}
2025-02-23 22:38:33 +01:00
public void AssumeControl()
{
GameManager.Instance.CameraTargetObject(_parent);
GameManager.Instance.Player.RequestMovementDisable(true);
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
DamageReceiver.BulletGroup = BulletOwner.Player;
2025-02-23 22:38:33 +01:00
PossessionSprite?.Show();
}
public void ResumeControl()
{
_actorAi.Ai = _previousAiState;
GameManager.Instance.CameraTargetPlayer();
GameManager.Instance.Player.RequestMovementDisable(false);
DamageReceiver.BulletGroup = BulletOwner.Enemy;
2025-02-23 22:38:33 +01:00
PossessionSprite?.Hide();
}
2025-02-18 22:14:42 +01:00
}