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Relative movement pattern
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dbf7f1a963
commit
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7 changed files with 139 additions and 95 deletions
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@ -10,6 +10,7 @@ public partial class SimpleMovementPattern3D : AttackPattern
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{
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[Export] private Vector2 relativeTargetPosition;
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[Export] private float moveDuration = 2f;
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[Export] public bool RelativeToPlayer { get; private set; }
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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@ -36,8 +37,31 @@ public partial class SimpleMovementPattern3D : AttackPattern
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tween = Parent.CreateTween();
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isComplete = false;
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Vector2 targetPosition = (Boss?.HomePosition.ToVector2() ?? boss.ParentObject.GlobalPosition.ToVector2()) + pattern.relativeTargetPosition;
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// Vector2 targetPosition = (Boss?.HomePosition.ToVector2() ?? boss.ParentObject.GlobalPosition.ToVector2()) + pattern.relativeTargetPosition;
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var offset = pattern.relativeTargetPosition;
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var targetPosition = (Boss?.HomePosition.ToVector2() ?? boss.ParentObject.GlobalPosition.ToVector2());
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if (pattern.RelativeToPlayer && GameController.Instance.PlayerPosition.HasValue)
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{
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var bossPos2D = boss.ParentObject.GlobalPosition.ToVector2();
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var playerPos2D = GameController.Instance.PlayerPosition.Value.ToVector2();
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var toPlayer = (playerPos2D - bossPos2D).Normalized();
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var left = new Vector2(-toPlayer.Y, toPlayer.X); // Perpendicular toPlayer (left)
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// Transform the relative offset into the rotated coordinate space
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Vector2 transformedOffset = toPlayer * offset.Y + left * offset.X;
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targetPosition += transformedOffset;
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}
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else
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{
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// Apply default offset from home
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targetPosition += offset;
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}
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var targetPosition3D = targetPosition.ToVector3(boss.ParentObject.GlobalPosition.Y);
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boss.ChangeSpriteDirection(-(boss.ParentObject.GlobalPosition.ToVector2() - targetPosition));
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