cirnogodot/Scripts/Actors/Camera.cs

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using Godot;
using System;
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using Cirno.Scripts;
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using Godot.Collections;
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public partial class Camera : Enemy
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{
private AnimatedSprite2D _sprite;
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private AlarmManager _alarmManager;
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[Export] public Array<Node2D> AlarmActivationTargets { get; private set; }
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///private AlarmManager _alarmManager;
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public override void _Ready()
{
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base._Ready();
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_alarmManager = GetNode<AlarmManager>("/root/GameScene/AlarmManager");
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//_alarmManager = _gameManager.AlarmManager;
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_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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_sprite.Play("default");
_sprite.SpeedScale = 0;
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}
protected override void Shoot()
{
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_alarmManager.SoundAlarm(this.GlobalPosition);
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}
}