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Working rotating turrets
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commit
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12 changed files with 278 additions and 66 deletions
97
Scripts/Components/FSM/Enemy/Turret/TurretAlert.cs
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97
Scripts/Components/FSM/Enemy/Turret/TurretAlert.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.Turret;
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public partial class TurretAlert : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Alert;
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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 PlayerDetectionModule PlayerDetection { get; private set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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private bool _isPlayerInRange = false;
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public override void EnterState()
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{
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base.EnterState();
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PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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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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private void PlayerDetectionOnPlayerOutOfRange()
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{
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_isPlayerInRange = false;
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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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PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.ChangeState(false);
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}
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private void PlayerDetectionOnPlayerInRange()
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{
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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 (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
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{
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StateMachine.SetState(EnemyState.Shooting);
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return;
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}
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// if player is outside disengage range, change to idle (later on, search)
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if (this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
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StorageModule.Root.EnemyResource.PlayerDisengageRange)
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{
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StateMachine.SetState(EnemyState.Idle);
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return;
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}
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// Set facing direction towards player
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if (PlayerDetection.LastKnownPlayerPosition.HasValue)
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{
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StorageModule.FacingDirection =
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(PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized(); //MainObject.Velocity.SnapToCardinal().Normalized();
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StorageModule.AimingDirection = StorageModule.FacingDirection;
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}
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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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