Simple knockback implementation

This commit is contained in:
Marco 2025-05-06 16:06:00 +02:00
commit 78fe44e6ec
10 changed files with 96 additions and 8 deletions

View file

@ -23,6 +23,8 @@ public partial class GenericDamageReceiver : Area2D, IHittable
[Signal]
public delegate void ShieldHitEventHandler();
[Signal] public delegate void BulletHitEventHandler(Bullet bullet, Vector2 position, Vector2 direction);
//[Signal] public delegate void DeathEventHandler();
private Node2D _parent;
@ -54,6 +56,9 @@ public partial class GenericDamageReceiver : Area2D, IHittable
if (BulletGroup is BulletOwner.None)
{
this.Hit(bullet.Damage, bullet.DamageType);
EmitSignalBulletHit(bullet, area.GlobalPosition, (this.GlobalPosition - area.GlobalPosition).Normalized());
bullet.RequestCollisionDestruction();
return;
}
@ -61,6 +66,9 @@ public partial class GenericDamageReceiver : Area2D, IHittable
if (bullet.BulletInfo.Owner == BulletGroup) return;
this.Hit(bullet.Damage, bullet.DamageType);
EmitSignalBulletHit(bullet, area.GlobalPosition, (this.GlobalPosition - area.GlobalPosition).Normalized());
bullet.RequestCollisionDestruction();
}

View file

@ -92,6 +92,7 @@ public class BulletInfo
public BulletOwner Owner { get; set; }
public DamageType DamageType { get; set; }
public float Damage { get; set; }
public float Knockback { get; set; }
public int BulletCount { get; set; }
public float RotationSpeed { get; set; }
public float RotationOffset { get; set; }

View file

@ -0,0 +1,60 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyKnockbackProvider : ModuleBase<EnemyState, CharacterBody2D>
{
[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
[Export] public EnemyStorageModule StorageModule { get; private set; }
[Export] public float KnockbackDecayRate = 800f; // pixels per second^2, tweak this
private Vector2 KnockbackVelocity
{
get => StorageModule.KnockbackVelocity;
set => StorageModule.KnockbackVelocity = value;
}
private bool IsKnockbackActive => KnockbackVelocity.LengthSquared() > 1f;
private IStateMachine<EnemyState, CharacterBody2D> _machine;
private bool _enabled = false;
public override void EnterState(EnemyState state)
{
_enabled = true;
DamageReceiver.BulletHit += DamageReceiverOnBulletHit;
}
private void DamageReceiverOnBulletHit(Bullet bullet, Vector2 position, Vector2 direction)
{
var knockbackVelocity = direction * bullet.BulletInfo.Knockback;
KnockbackVelocity = knockbackVelocity;
}
public override void ExitState(EnemyState state)
{
_enabled = false;
DamageReceiver.BulletHit -= DamageReceiverOnBulletHit;
}
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
_machine = machine;
}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
if (IsKnockbackActive)
{
KnockbackVelocity = KnockbackVelocity.MoveToward(Vector2.Zero, KnockbackDecayRate * (float)delta);
}
}
}

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@ -0,0 +1 @@
uid://by1w0oo6nguyv

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@ -22,6 +22,7 @@ public partial class EnemyStorageModule : Node2D, IFSMStorage
public Vector2 FacingDirection { get; set; }
public Vector2 AimingDirection { get; set; }
public Vector2 KnockbackVelocity { get; set; } = Vector2.Zero;
public float MovementSpeed => Root.EnemyResource.MovementSpeed;

View file

@ -44,6 +44,8 @@ public partial class NavigationMovementModule : Node2D
var nextPathPosition = _navigationAgent.GetNextPathPosition();
var newVelocity = currentAgentPosition.DirectionTo(nextPathPosition) * movementSpeed;
newVelocity += StorageModule.KnockbackVelocity;
if (_navigationAgent.AvoidanceEnabled)
{