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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-11 21:45:53 +00:00
Ability for enemies to shoot when controlled
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parent
dfd9abe91b
commit
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10 changed files with 93 additions and 34 deletions
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@ -17,6 +17,8 @@ public partial class ActorFreeMovement : MovementHandler
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set => _parent.MovementDirection = value;
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}
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[Export] public string StrafeAction { get; private set; } = "strafe";
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public bool IsDestroyed => _parent.IsDestroyed;
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public override void Init(Actor parent)
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@ -39,7 +41,7 @@ public partial class ActorFreeMovement : MovementHandler
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MovementDirection = AggregateInputProviders().Normalized();
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var aimingDirection = GetAimingDirection().Normalized();
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var isStrafing = GetStrafing();
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var isStrafing = GetActionPressed(StrafeAction);
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if (!isStrafing && aimingDirection.Length() > 0.1f)
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{
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@ -12,7 +12,7 @@ public partial class DamageReceiverActorModule : ActorModule
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[Export]
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public bool Invulnerable { get; private set; } = false;
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[Export] protected BulletOwner BulletGroup { get; set; } = BulletOwner.None;
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[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.None;
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public override void Init(Actor actor)
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{
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@ -1,3 +1,4 @@
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using Cirno.Scripts.Components.Actors;
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using Godot;
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public partial class EnemyPossessionMovement : ActorFreeMovement
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@ -11,6 +12,14 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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[Export]
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public AnimatedSprite2D PossessionSprite { get; private set; }
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[Export] public string ControlEndAction { get; private set; } = "pause";
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[Export] public string ShootAction { get; private set; } = "shoot";
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[Export] public DamageReceiverActorModule DamageReceiver { get; private set; }
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[Export] public Weapon EquippedWeapon;
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public override void Init(Actor parent)
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{
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base.Init(parent);
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@ -19,11 +28,26 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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_parent.OnControlAssumed += AssumeControl;
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_previousAiState = _actorAi.Ai;
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parent.OnDeath += () =>
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{
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if (_actorAi.Ai is AiState.Controlled)
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{
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ResumeControl();
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}
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};
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}
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public override void Update(double deltaTime)
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{
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if (_actorAi.Ai is AiState.Controlled && Input.IsActionJustPressed("pause"))
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if (_actorAi.Ai is not AiState.Controlled) return;
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if (GetActionPressed(ShootAction))
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{
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Shoot();
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}
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if (GetActionJustPressed(ControlEndAction))
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{
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if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
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{
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@ -31,6 +55,17 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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}
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}
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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 = FacingDirection.Normalized();
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EquippedWeapon.ShootDirection = direction;
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EquippedWeapon.Shoot(BulletOwner.Player);
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}
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public override void PhysicsUpdate(double delta)
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{
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@ -47,6 +82,8 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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_previousAiState = _actorAi.Ai;
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_actorAi.Ai = AiState.Controlled;
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DamageReceiver.BulletGroup = BulletOwner.Player;
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PossessionSprite?.Show();
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}
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@ -57,6 +94,8 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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GameManager.Instance.CameraTargetPlayer();
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GameManager.Instance.Player.RequestMovementDisable(false);
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DamageReceiver.BulletGroup = BulletOwner.Enemy;
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PossessionSprite?.Hide();
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}
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@ -7,5 +7,6 @@ public abstract partial class InputProvider : Node2D
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public abstract Vector2 GetMovementInput();
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public abstract Vector2 GetAimInput();
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public abstract bool GetStrafing();
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public abstract bool GetActionJustPressed(string action);
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public abstract bool GetActionPressed(string action);
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}
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@ -11,9 +11,7 @@ public partial class KeyboardInputProvider : InputProvider
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public override Vector2 GetAimInput()
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{
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var rightStickInput = GetRightStickInput();
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return GetRightStickInput();
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return GetRightStickInput();
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}
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private Vector2 GetRightStickInput()
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@ -24,8 +22,13 @@ public partial class KeyboardInputProvider : InputProvider
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);
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}
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public override bool GetStrafing()
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public override bool GetActionJustPressed(string action)
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{
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return Input.IsActionPressed("strafe");
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return Input.IsActionJustPressed(action);
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}
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public override bool GetActionPressed(string action)
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{
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return Input.IsActionPressed(action);
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}
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}
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@ -36,9 +36,14 @@ public abstract partial class MovementHandler : ActorModule
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return _inputProviders.Aggregate(Vector2.Zero, (current, inputProvider) => current + inputProvider.GetAimInput());
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}
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public virtual bool GetStrafing()
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public virtual bool GetActionJustPressed(string action)
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{
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return _inputProviders.Aggregate(false, (current, inputProvider) => current && inputProvider.GetStrafing());
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return _inputProviders.Aggregate(false, (current, inputProvider) => current || inputProvider.GetActionJustPressed(action));
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}
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public virtual bool GetActionPressed(string action)
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{
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return _inputProviders.Aggregate(false, (current, inputProvider) => current || inputProvider.GetActionPressed(action));
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}
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}
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1
Scripts/Components/FSM/EnemyIdle.cs.uid
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1
Scripts/Components/FSM/EnemyIdle.cs.uid
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@ -0,0 +1 @@
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uid://c5x8kd1ftr25s
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@ -67,7 +67,7 @@ public partial class Weapon : Node2D
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}
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}
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public void Shoot()
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public void Shoot(BulletOwner? ownerOverride = null)
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{
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// Waiting on reload or Rate of Fire cooldown?
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if (!_cooldownTimer.IsStopped())
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@ -106,8 +106,14 @@ public partial class Weapon : Node2D
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GD.PrintErr("Bullet is null, not shooting");
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return;
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};
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var bulletData = WeaponData.MakeBullet(_muzzle.GlobalPosition);
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if (ownerOverride.HasValue)
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{
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bulletData.Owner = ownerOverride.Value;
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}
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bullet.Initialize(WeaponData.MakeBullet(_muzzle.GlobalPosition), _gameManager);
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bullet.Initialize(bulletData, _gameManager);
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//bullet.SetDirection(ShootDirection);
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bullet.SetDirection(spreadDirection);
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