Possession handling

This commit is contained in:
MaddoScientisto 2025-02-23 22:38:33 +01:00
commit 31ffe6156e
9 changed files with 305 additions and 22 deletions

View file

@ -7,11 +7,30 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
public bool IsDestroyed => _parent.IsDestroyed;
// State accessor
private AiState _previousAiState;
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is AiState.Controlled && Input.IsActionJustPressed("pause"))
{
if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
{
ResumeControl();
}
}
}
public override void PhysicsUpdate(double delta)
@ -21,4 +40,25 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
base.PhysicsUpdate(delta);
}
public void AssumeControl()
{
GameManager.Instance.CameraTargetObject(_parent);
GameManager.Instance.Player.RequestMovementDisable(true);
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
PossessionSprite?.Show();
}
public void ResumeControl()
{
_actorAi.Ai = _previousAiState;
GameManager.Instance.CameraTargetPlayer();
GameManager.Instance.Player.RequestMovementDisable(false);
PossessionSprite?.Hide();
}
}