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New boss system
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parent
0322748d86
commit
c2a72e4e77
14 changed files with 480 additions and 11 deletions
30
Scripts/Components/FSM/Boss/Idle.cs
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30
Scripts/Components/FSM/Boss/Idle.cs
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.FSM.Enemy;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Boss;
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public partial class Idle : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Idle;
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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public override void EnterState()
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{
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base.EnterState();
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DamageReceiver.ChangeState(false);
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}
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public override void ExitState()
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{
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base.ExitState();
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}
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}
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1
Scripts/Components/FSM/Boss/Idle.cs.uid
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1
Scripts/Components/FSM/Boss/Idle.cs.uid
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@ -0,0 +1 @@
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uid://cprumccndvblc
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121
Scripts/Components/FSM/Boss/Shooting.cs
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121
Scripts/Components/FSM/Boss/Shooting.cs
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using System.Threading.Tasks;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.FSM.Enemy;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.ScriptableBullets;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Boss;
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public partial class Shooting : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Shooting;
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[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
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[Export] public Weapon EquippedWeapon;
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[Export] public EnemyStorageModule StorageModule { get; private set; }
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[Export] public BossScript BossScript { get; set; }
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// private Marker2D _cameraMarker;
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//
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// [Export]
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// public Vector2 CameraOffset = Vector2.Zero;
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private int _currentPhaseIndex = 0;
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public Vector2 HomePosition => StorageModule.HomePosition;
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private BossPhase CurrentPhase => BossScript.Phases[_currentPhaseIndex];
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private bool _waiting = false;
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public float CurrentHealth => DamageReceiver.HealthProvider.CurrentResource;
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public override void EnterState()
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{
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base.EnterState();
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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StartPhase(CurrentPhase);
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//CallDeferred(MethodName.InitDeferred);
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}
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private void InitDeferred()
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{
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}
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private void GrabCamera()
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{
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}
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private void HealthProviderOnResourceDepleted()
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{
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ChangeState(EnemyState.Dead);
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}
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public override void ExitState()
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{
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base.ExitState();
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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.ChangeState(false);
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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if (_waiting) return;
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CurrentPhase.UpdatePhase(delta);
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if (CurrentHealth <= CurrentPhase.Threshold && _currentPhaseIndex + 1 < BossScript.Phases.Count)
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{
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_currentPhaseIndex++;
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//_bossHud.SpellCardName = CurrentPhase.PhaseName;
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StartPhase(CurrentPhase);
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}
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}
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private void StartPhase(BossPhase phase)
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{
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GameManager.Instance.ClearBullets();
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if (phase.PlayAnimation)
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{
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_waiting = true;
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DamageReceiver.ChangeState(false);
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_ = Switchphase(phase);
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}
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else
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{
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phase.Start(this);
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}
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}
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private async Task Switchphase(BossPhase phase)
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{
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await PlayAnimation();
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_waiting = false;
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DamageReceiver.ChangeState(true);
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phase.Start(this);
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}
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private async Task PlayAnimation()
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{
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await Task.Delay(1000);
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}
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}
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1
Scripts/Components/FSM/Boss/Shooting.cs.uid
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1
Scripts/Components/FSM/Boss/Shooting.cs.uid
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@ -0,0 +1 @@
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uid://difn6d5np1pui
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@ -46,8 +46,10 @@ public partial class EnemyFSMProxy : CharacterBody2D, IActivable
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break;
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case ActivationType.Enable:
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// Enable or disable AI
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EnemyFSM.SetState(EnemyState.Shooting);
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break;
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case ActivationType.Disable:
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EnemyFSM.SetState(EnemyState.Idle);
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// Enable or disable AI
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break;
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case ActivationType.Use:
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@ -16,6 +16,8 @@ public partial class EnemyStorageModule : Node2D, IFSMStorage
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public EnemyResource EnemyData => Root.EnemyResource;
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public Vector2 HomePosition { get; set; }
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public Vector2 MovementDirection { get; set; }
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public Vector2 FacingDirection { get; set; }
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@ -29,7 +29,6 @@ public partial class Idle : EnemyStateBase
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public override void EnterState()
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{
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base.EnterState();
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GD.Print("Entered Idle");
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PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
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_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
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@ -59,13 +58,12 @@ public partial class Idle : EnemyStateBase
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private void PlayerDetectionOnPlayerOutOfRange()
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{
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_isPlayerInRange = false;
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GD.Print("Player out of range");
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}
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public override void ExitState()
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{
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base.ExitState();
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GD.Print("Exited Idle");
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PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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@ -16,11 +16,11 @@ public partial class Init : EnemyStateBase
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public override void EnterState()
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{
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GD.Print("Enemy init");
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DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
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StorageModule.AiState = StorageModule.Root.StartingAiState;
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StorageModule.HomePosition = MainObject.GlobalPosition;
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// TODO: Hide wings
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// TODO: Hide aiming reticule
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@ -36,9 +36,6 @@ public partial class Shooting : EnemyStateBase
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public override void EnterState()
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{
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base.EnterState();
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GD.Print($"Entered {Name}");
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//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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@ -66,7 +63,6 @@ public partial class Shooting : EnemyStateBase
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public override void ExitState()
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{
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base.ExitState();
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GD.Print($"Exited {Name}");
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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@ -18,7 +18,7 @@ public partial class BossPhase : Resource
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private IPatternMachine _patternMachine;
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public void Start(Boss boss)
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public void Start(Node2D boss)
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{
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currentPatternIndex = 0;
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);
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@ -19,6 +19,7 @@ public partial class RogueliteMapTheme : Resource
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[Export] public PackedScene HorizontalSouthWallPrefab { get; set; }
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[Export] public PackedScene VerticalDoorPrefab { get; set; }
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[Export] public PackedScene VerticalWallPrefab { get; set; }
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[Export] public PackedScene VerticalSecretDoorPrefab { get; set; }
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[Export] public PackedScene DoorLockPrefab { get; set; }
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[Export] public PackedScene KeyCardPrefab { get; set; }
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[Export] public PackedScene ChestPrefab { get; set; }
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