cirnogodot/Scripts/Resources/FSMMovementPattern.cs

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using Cirno.Scripts.Actors;
using Cirno.Scripts.AttackPatterns;
using Godot;
namespace Cirno.Scripts.Resources;
[GlobalClass]
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[Tool]
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public partial class FSMMovementPattern : AttackPattern
{
[Export] private Vector2 relativeTargetPosition;
[Export] private float moveDuration = 2f;
[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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public override IPatternMachine MakeMachine(Node parent)
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{
return new FSMMovementPatternMachine(this, parent);
}
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public class FSMMovementPatternMachine(FSMMovementPattern pattern, Node parent) : IPatternMachine
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{
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public Node Parent => parent;
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private Tween tween;
private bool isComplete = false;
protected IScriptHost Boss;
public void Start()
{
if (parent is not IScriptHost boss)
return;
Boss = boss;
tween = Parent.CreateTween();
isComplete = false;
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if (parent is not Node2D parent2d)
{
return;
}
Vector2 targetPosition = (Boss?.HomePosition ?? parent2d.GlobalPosition) + pattern.relativeTargetPosition;
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boss.ChangeSpriteDirection(-(parent2d.GlobalPosition - targetPosition));
tween.TweenProperty(parent2d, "global_position", targetPosition, pattern.moveDuration)
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.SetTrans(pattern.transitionType)
.SetEase(pattern.easeType)
.Finished += () =>
{
isComplete = true;
boss.ChangeSpriteDirection(Vector2.Zero);
};
}
public void UpdatePattern(double delta) { }
public bool IsComplete()
{
return isComplete;
}
}
}