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Simple knockback implementation
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10 changed files with 96 additions and 8 deletions
60
Scripts/Components/FSM/Enemy/EnemyKnockbackProvider.cs
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60
Scripts/Components/FSM/Enemy/EnemyKnockbackProvider.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;
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public partial class EnemyKnockbackProvider : ModuleBase<EnemyState, CharacterBody2D>
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{
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[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
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[Export] public EnemyStorageModule StorageModule { get; private set; }
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[Export] public float KnockbackDecayRate = 800f; // pixels per second^2, tweak this
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private Vector2 KnockbackVelocity
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{
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get => StorageModule.KnockbackVelocity;
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set => StorageModule.KnockbackVelocity = value;
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}
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private bool IsKnockbackActive => KnockbackVelocity.LengthSquared() > 1f;
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private IStateMachine<EnemyState, CharacterBody2D> _machine;
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private bool _enabled = false;
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public override void EnterState(EnemyState state)
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{
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_enabled = true;
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DamageReceiver.BulletHit += DamageReceiverOnBulletHit;
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}
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private void DamageReceiverOnBulletHit(Bullet bullet, Vector2 position, Vector2 direction)
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{
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var knockbackVelocity = direction * bullet.BulletInfo.Knockback;
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KnockbackVelocity = knockbackVelocity;
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}
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public override void ExitState(EnemyState state)
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{
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_enabled = false;
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DamageReceiver.BulletHit -= DamageReceiverOnBulletHit;
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}
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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_machine = machine;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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if (IsKnockbackActive)
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{
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KnockbackVelocity = KnockbackVelocity.MoveToward(Vector2.Zero, KnockbackDecayRate * (float)delta);
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}
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}
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}
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