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Enemy alarm response
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parent
39fd072163
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5 changed files with 89 additions and 10 deletions
64
Scripts/Components/FSM/Enemy/EnemyAlarmModule.cs
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64
Scripts/Components/FSM/Enemy/EnemyAlarmModule.cs
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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 EnemyAlarmModule : ModuleBase<EnemyState, CharacterBody2D>
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{
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private IStateMachine<EnemyState, CharacterBody2D> _machine;
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[Export]
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public PlayerDetectionModule PlayerDetection { get; private set; }
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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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CallDeferred(MethodName.AssignAlarmManagerDeferred);
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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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AlarmManager.Instance.AlarmEnabled -= InstanceOnAlarmEnabled;
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}
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private void AssignAlarmManagerDeferred()
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{
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AlarmManager.Instance.AlarmEnabled += InstanceOnAlarmEnabled;
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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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// if (AlarmManager.Instance is not null)
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// {
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// AlarmManager.Instance.AlarmEnabled += InstanceOnAlarmEnabled;
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// }
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// else
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// {
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// GD.Print("Alarm Manager is null");
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// }
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}
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private void InstanceOnAlarmEnabled(Vector2 location)
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{
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if (_enabled)
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{
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PlayerDetection.LastKnownPlayerPosition = location;
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_machine.SetState(EnemyState.Alert);
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}
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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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}
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}
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