Ability for enemies to shoot when controlled

This commit is contained in:
Marco 2025-02-25 17:29:24 +01:00
commit 2d6bcc5f00
10 changed files with 93 additions and 34 deletions

View file

@ -1,3 +1,4 @@
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
@ -11,6 +12,14 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
[Export] public string ControlEndAction { get; private set; } = "pause";
[Export] public string ShootAction { get; private set; } = "shoot";
[Export] public DamageReceiverActorModule DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
public override void Init(Actor parent)
{
base.Init(parent);
@ -19,11 +28,26 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
parent.OnDeath += () =>
{
if (_actorAi.Ai is AiState.Controlled)
{
ResumeControl();
}
};
}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is AiState.Controlled && Input.IsActionJustPressed("pause"))
if (_actorAi.Ai is not AiState.Controlled) return;
if (GetActionPressed(ShootAction))
{
Shoot();
}
if (GetActionJustPressed(ControlEndAction))
{
if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
{
@ -31,6 +55,17 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
}
}
}
private void Shoot()
{
if (EquippedWeapon == null) return;
var direction = FacingDirection.Normalized();
EquippedWeapon.ShootDirection = direction;
EquippedWeapon.Shoot(BulletOwner.Player);
}
public override void PhysicsUpdate(double delta)
{
@ -47,6 +82,8 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
DamageReceiver.BulletGroup = BulletOwner.Player;
PossessionSprite?.Show();
}
@ -57,6 +94,8 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
GameManager.Instance.CameraTargetPlayer();
GameManager.Instance.Player.RequestMovementDisable(false);
DamageReceiver.BulletGroup = BulletOwner.Enemy;
PossessionSprite?.Hide();
}