cirnogodot/Scripts/Components/Actors/EnemyPossessionMovement.cs

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using Cirno.Scripts;
using Cirno.Scripts.Components.Actors;
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using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
// State accessor
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private AiState _previousAiState;
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
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[Export] public StringName ControlEndAction { get; private set; } = "pause";
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[Export] public StringName ShootAction { get; private set; } = "shoot";
[Export] public DamageReceiverActorModule DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
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public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
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_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
parent.OnDeath += () =>
{
if (_actorAi.Ai is AiState.Controlled)
{
ResumeControl();
}
};
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}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is not AiState.Controlled) return;
if (GetActionPressed(ShootAction))
{
Shoot();
}
// TODO: Restore control
// if (GetActionJustPressed(ControlEndAction))
// {
// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
// {
// ResumeControl();
// }
// }
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}
private void Shoot()
{
if (EquippedWeapon == null) return;
var direction = FacingDirection.Normalized();
EquippedWeapon.ShootDirection = direction;
EquippedWeapon.Shoot(BulletOwner.Player);
}
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public override void PhysicsUpdate(double delta)
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{
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if (IsDestroyed) return;
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if (_actorAi.Ai is AiState.Controlled)
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base.PhysicsUpdate(delta);
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}
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public void AssumeControl()
{
GameManager.Instance.CameraTargetObject(_parent);
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//GameManager.Instance.Player.RequestMovementDisable(true);
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GameManager.Instance.Player.SetState(PlayerState.Controlling);
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_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
DamageReceiver.BulletGroup = BulletOwner.Player;
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PossessionSprite?.Show();
}
public void ResumeControl()
{
_actorAi.Ai = _previousAiState;
GameManager.Instance.CameraTargetPlayer();
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//GameManager.Instance.Player.RequestMovementDisable(false);
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GameManager.Instance.Player.SetState(PlayerState.Active);
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DamageReceiver.BulletGroup = BulletOwner.Enemy;
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PossessionSprite?.Hide();
}
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}