cirnogodot/Scripts/Resources/PatternGroup.cs

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using Godot;
using System.Collections.Generic;
using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class PatternGroup : AttackPattern
{
[Export] private Array<AttackPattern> patterns;
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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return new PatternGroupMachine(this, parent);
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}
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public class PatternGroupMachine(PatternGroup pattern, Node2D parent) : IPatternMachine
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{
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public Node2D Parent => parent;
private int currentPatternIndex = 0;
IPatternMachine _patternMachine;
public void Start()
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{
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currentPatternIndex = 0;
_patternMachine = pattern.patterns[currentPatternIndex].MakeMachine(parent);
_patternMachine.Start();
}
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public void UpdatePattern(double delta)
{
if (currentPatternIndex < pattern.patterns.Count)
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{
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_patternMachine.UpdatePattern(delta);
if (!pattern.patterns[currentPatternIndex].WaitForCompletion || _patternMachine.IsComplete())
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{
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currentPatternIndex++;
if (currentPatternIndex < pattern.patterns.Count)
{
_patternMachine.Start();
}
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}
}
}
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public bool IsComplete()
{
return currentPatternIndex >= pattern.patterns.Count;
}
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}
}