cirnogodot/Scripts/Components/FSM/Enemy/Shooting.cs

101 lines
3 KiB
C#
Raw Normal View History

2025-03-20 19:28:40 +01:00
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Shooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
GD.Print($"Entered {Name}");
2025-03-21 10:30:44 +01:00
//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
2025-03-20 19:28:40 +01:00
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
// PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//
// _isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//
// PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
//
// PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
//
// DamageReceiver.ChangeState(true);
//
// DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
StateMachine.SetState(EnemyState.Alert);
}
public override void ExitState()
{
base.ExitState();
GD.Print($"Exited {Name}");
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
2025-03-21 10:30:44 +01:00
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
2025-03-20 19:28:40 +01:00
{
// SHOOT
Shoot();
}
else
{
StateMachine.SetState(EnemyState.Alert);
}
}
private void Shoot()
{
if (EquippedWeapon == null) return;
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return;
var direction = ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized();
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
StorageModule.FacingDirection = direction;
EquippedWeapon.Shoot();
}
}