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Controllable enemies
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18 changed files with 893 additions and 23 deletions
140
Scripts/Components/FSM/Enemy/Controlled.cs
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140
Scripts/Components/FSM/Enemy/Controlled.cs
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class Controlled : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Controlled;
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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[Export]
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private InputProvider _inputProvider;
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[Export]
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public PlayerCrosshairProvider CrosshairProvider { get; private set; }
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[Export] public Weapon EquippedWeapon { 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";
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private bool _isStrafing = false;
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public override void EnterState()
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{
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base.EnterState();
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GD.Print($"{StorageModule.Root.Name} Controlled");
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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GameManager.Instance.CameraTargetObject(MainObject);
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GameManager.Instance.Player.SetState(PlayerState.Controlling);
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DamageReceiver.BulletGroup = BulletOwner.Player;
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_isStrafing = false;
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CrosshairProvider.Visible = true;
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// Show possession sprite
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}
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private void HealthProviderOnResourceDepleted()
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{
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ChangeState(EnemyState.Dead);
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}
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public override void ExitState()
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{
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base.ExitState();
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.ChangeState(false);
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GameManager.Instance.CameraTargetPlayer();
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GameManager.Instance.Player.SetState(PlayerState.Active);
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DamageReceiver.BulletGroup = BulletOwner.Enemy;
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CrosshairProvider.Visible = false;
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// Hide possession sprite
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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if (_inputProvider.GetShootPressed())
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{
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Shoot();
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}
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if (Input.IsActionJustPressed(ControlEndAction))
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{
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// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
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// {
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// ResumeControl();
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// }
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StateMachine.SetState(EnemyState.Idle);
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}
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HandlePhysics(delta);
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StorageModule.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized();
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}
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private void HandlePhysics(double delta)
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{
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StorageModule.MovementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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StorageModule.AimingDirection = rightStickInput;
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}
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else if (StorageModule.MovementDirection != Vector2.Zero) // Fall back to movement direction
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{
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StorageModule.AimingDirection = StorageModule.MovementDirection;
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}
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// Update crosshair
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CrosshairProvider.UpdatePosition(StorageModule.AimingDirection);
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MainObject.Velocity = StorageModule.MovementDirection * StorageModule.MovementSpeed;
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MainObject.MoveAndSlide();
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}
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private void Shoot()
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{
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if (EquippedWeapon == null) return;
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var direction = StorageModule.AimingDirection;
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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//StorageModule.FacingDirection = direction;
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//StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
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EquippedWeapon.Shoot(BulletOwner.Player);
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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}
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}
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