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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Remade resource script system
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parent
4261009c33
commit
029128c8b8
17 changed files with 576 additions and 386 deletions
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
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namespace Cirno.Scripts.Resources;
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@ -6,9 +7,10 @@ namespace Cirno.Scripts.Resources;
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[GlobalClass]
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public abstract partial class AttackPattern : Resource
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{
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public Node2D Parent;
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//public Node2D Parent;
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[Export] public bool WaitForCompletion = true;
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public abstract void Start(Node2D parent);
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public abstract void UpdatePattern(double delta);
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public abstract bool IsComplete();
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//public abstract void Start(Node2D parent);
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//public abstract void UpdatePattern(double delta);
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//public abstract bool IsComplete();
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public abstract IPatternMachine MakeMachine(Node2D parent);
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}
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@ -1,4 +1,5 @@
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
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using Godot.Collections;
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@ -15,10 +16,14 @@ public partial class BossPhase : Resource
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private int currentPatternIndex = 0;
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private double patternTimer;
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private IPatternMachine _patternMachine;
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public void Start(Boss boss)
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{
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currentPatternIndex = 0;
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Patterns[currentPatternIndex].Start(boss);
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);
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_patternMachine.Start();
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//Patterns[currentPatternIndex].Start(boss);
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}
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public void UpdatePhase(double delta)
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@ -26,12 +31,15 @@ public partial class BossPhase : Resource
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patternTimer += delta;
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var currentPattern = Patterns[currentPatternIndex];
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currentPattern.UpdatePattern(delta);
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_patternMachine.UpdatePattern(delta);
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if (!currentPattern.WaitForCompletion || currentPattern.IsComplete())
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if (!currentPattern.WaitForCompletion || _patternMachine.IsComplete())
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{
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currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
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Patterns[currentPatternIndex].Start(currentPattern.Parent);
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var oldParent = _patternMachine.Parent;
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(oldParent);
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_patternMachine.Start();
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//_patternMachine.Start(currentPattern.Parent);
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}
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}
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}
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@ -1,4 +1,5 @@
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using System.Linq;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
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using Godot.Collections;
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@ -9,33 +10,43 @@ public partial class BulletScript : Resource
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{
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[Export]
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public Array<AttackPattern> Patterns { get; private set; }
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private Node2D _parent;
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private int _currentPatternIndex = 0;
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private double _patternTimer;
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private AttackPattern CurrentPattern => Patterns[_currentPatternIndex];
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public void Start(Node2D parent)
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public BulletScriptMachine Make(Node2D parent)
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{
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_parent = parent;
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if (Patterns.Count == 0) return;
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_currentPatternIndex = 0;
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CurrentPattern.Start(parent);
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return new BulletScriptMachine(parent, Patterns);
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}
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public void UpdatePhase(double delta)
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public class BulletScriptMachine(Node2D parent, Array<AttackPattern> patterns)
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{
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_patternTimer += delta;
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CurrentPattern.UpdatePattern(delta);
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private int _currentPatternIndex = 0;
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//private double _patternTimer;
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private AttackPattern CurrentPattern => patterns[_currentPatternIndex];
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if (!CurrentPattern.WaitForCompletion || CurrentPattern.IsComplete())
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private IPatternMachine _currentPatternMachine;
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public void Start()
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{
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_currentPatternIndex = (_currentPatternIndex + 1) % Patterns.Count;
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CurrentPattern.Start(_parent);
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if (patterns.Count == 0) return;
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_currentPatternIndex = 0;
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_currentPatternMachine = CurrentPattern.MakeMachine(parent);
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_currentPatternMachine.Start();
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}
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public void UpdatePhase(double delta)
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{
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//_patternTimer += delta;
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_currentPatternMachine.UpdatePattern(delta);
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//CurrentPattern.UpdatePattern(delta);
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if (!CurrentPattern.WaitForCompletion || _currentPatternMachine.IsComplete())
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{
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_currentPatternIndex = (_currentPatternIndex + 1) % patterns.Count;
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_currentPatternMachine = CurrentPattern.MakeMachine(parent);
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_currentPatternMachine.Start();
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}
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}
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}
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}
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@ -1,6 +1,7 @@
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using Godot;
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using System.Collections.Generic;
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot.Collections;
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namespace Cirno.Scripts.Resources;
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@ -9,34 +10,47 @@ namespace Cirno.Scripts.Resources;
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public partial class PatternGroup : AttackPattern
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{
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[Export] private Array<AttackPattern> patterns;
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private int currentPatternIndex = 0;
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public override void Start(Node2D parent)
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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Parent = parent;
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currentPatternIndex = 0;
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patterns[currentPatternIndex].Start(parent);
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return new PatternGroupMachine(this, parent);
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}
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public override void UpdatePattern(double delta)
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public class PatternGroupMachine(PatternGroup pattern, Node2D parent) : IPatternMachine
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{
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if (currentPatternIndex < patterns.Count)
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public Node2D Parent => parent;
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private int currentPatternIndex = 0;
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IPatternMachine _patternMachine;
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public void Start()
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{
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patterns[currentPatternIndex].UpdatePattern(delta);
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currentPatternIndex = 0;
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_patternMachine = pattern.patterns[currentPatternIndex].MakeMachine(parent);
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_patternMachine.Start();
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}
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if (!patterns[currentPatternIndex].WaitForCompletion || patterns[currentPatternIndex].IsComplete())
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public void UpdatePattern(double delta)
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{
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if (currentPatternIndex < pattern.patterns.Count)
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{
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currentPatternIndex++;
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if (currentPatternIndex < patterns.Count)
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_patternMachine.UpdatePattern(delta);
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if (!pattern.patterns[currentPatternIndex].WaitForCompletion || _patternMachine.IsComplete())
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{
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patterns[currentPatternIndex].Start(Parent);
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currentPatternIndex++;
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if (currentPatternIndex < pattern.patterns.Count)
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{
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_patternMachine.Start();
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}
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}
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}
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}
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}
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public override bool IsComplete()
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{
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return currentPatternIndex >= patterns.Count;
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public bool IsComplete()
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{
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return currentPatternIndex >= pattern.patterns.Count;
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}
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}
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}
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@ -12,38 +12,47 @@ public partial class SimpleMovementPattern : AttackPattern
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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private Tween tween;
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private bool isComplete = false;
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protected IScriptHost Boss;
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public override void Start(Node2D parent)
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public override IPatternMachine MakeMachine(Node2D parent)
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{
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Parent = parent;
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = Parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? Parent.GlobalPosition) + relativeTargetPosition;
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boss.ChangeSpriteDirection(-(Parent.GlobalPosition - targetPosition));
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tween.TweenProperty(Parent, "global_position", targetPosition, moveDuration)
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.SetTrans(transitionType)
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.SetEase(easeType)
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.Finished += () =>
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{
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isComplete = true;
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boss.ChangeSpriteDirection(Vector2.Zero);
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};
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return new SimpleMovementPatternMachine(this, parent);
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}
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public override void UpdatePattern(double delta) { }
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public override bool IsComplete()
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public class SimpleMovementPatternMachine(SimpleMovementPattern pattern, Node2D parent) : IPatternMachine
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{
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return isComplete;
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public Node2D Parent => parent;
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private Tween tween;
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private bool isComplete = false;
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protected IScriptHost Boss;
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public void Start()
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{
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = Parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition ?? Parent.GlobalPosition) + pattern.relativeTargetPosition;
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boss.ChangeSpriteDirection(-(Parent.GlobalPosition - targetPosition));
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tween.TweenProperty(Parent, "global_position", targetPosition, pattern.moveDuration)
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.SetTrans(pattern.transitionType)
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.SetEase(pattern.easeType)
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.Finished += () =>
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{
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isComplete = true;
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boss.ChangeSpriteDirection(Vector2.Zero);
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};
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}
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public void UpdatePattern(double delta) { }
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public bool IsComplete()
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{
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return isComplete;
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}
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}
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}
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