Working rotating turrets

This commit is contained in:
Marco 2025-05-26 11:13:22 +02:00
commit 1e5075eeb2
12 changed files with 278 additions and 66 deletions

View file

@ -25,7 +25,6 @@ public partial class Alert : EnemyStateBase
public override void EnterState()
{
base.EnterState();
GD.Print($"Entered {Name}");
NavigationModule.Init(MainObject);
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
@ -50,13 +49,11 @@ public partial class Alert : EnemyStateBase
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
GD.Print("Player out of range");
}
public override void ExitState()
{
base.ExitState();
GD.Print($"Exited {Name}");
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
@ -69,7 +66,6 @@ public partial class Alert : EnemyStateBase
private void PlayerDetectionOnPlayerInRange()
{
//_isPlayerInRange = true;
GD.Print("Player In Range");
}
public override void PhysicsProcessState(double delta)
@ -77,7 +73,6 @@ public partial class Alert : EnemyStateBase
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
GD.Print("Player is in sight, shooting");
StateMachine.SetState(EnemyState.Shooting);
return;
}
@ -86,7 +81,6 @@ public partial class Alert : EnemyStateBase
if (this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
StorageModule.Root.EnemyResource.PlayerDisengageRange)
{
GD.Print("Player is out of sight, idling");
StateMachine.SetState(EnemyState.Idle);
return;
}