From e85930df5e416ea2eecfcd0b8ffae1e6a1548f04 Mon Sep 17 00:00:00 2001 From: Marco Date: Thu, 8 May 2025 10:23:00 +0200 Subject: [PATCH] Restored enemy animations --- Scenes/Actors/Fairy_Guard_FSM.tscn | 2 +- Scripts/Components/FSM/Enemy/Alert.cs | 1 + Scripts/Components/FSM/Enemy/Shooting.cs | 3 +++ 3 files changed, 5 insertions(+), 1 deletion(-) diff --git a/Scenes/Actors/Fairy_Guard_FSM.tscn b/Scenes/Actors/Fairy_Guard_FSM.tscn index 1997416d..9c0f8900 100644 --- a/Scenes/Actors/Fairy_Guard_FSM.tscn +++ b/Scenes/Actors/Fairy_Guard_FSM.tscn @@ -134,7 +134,7 @@ _moduleNodes = [NodePath("../../AnimationModule")] [node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."] sprite_frames = ExtResource("10_514kd") -animation = &"right" +animation = &"down" [node name="PlayerDetection" type="Area2D" parent="."] collision_layer = 0 diff --git a/Scripts/Components/FSM/Enemy/Alert.cs b/Scripts/Components/FSM/Enemy/Alert.cs index ec727d40..ebf0f78e 100644 --- a/Scripts/Components/FSM/Enemy/Alert.cs +++ b/Scripts/Components/FSM/Enemy/Alert.cs @@ -100,6 +100,7 @@ public partial class Alert : EnemyStateBase NavigationModule.Move(StorageModule.EnemyData.MovementSpeed); StorageModule.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized(); + StorageModule.AimingDirection = StorageModule.FacingDirection; } private void MoveTowardsPosition(Vector2 position) diff --git a/Scripts/Components/FSM/Enemy/Shooting.cs b/Scripts/Components/FSM/Enemy/Shooting.cs index 9c082a7f..4a1713c0 100644 --- a/Scripts/Components/FSM/Enemy/Shooting.cs +++ b/Scripts/Components/FSM/Enemy/Shooting.cs @@ -172,11 +172,14 @@ public partial class Shooting : EnemyStateBase if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return; var direction = GetShootDirection(); + + // Shoot at the player's last known position EquippedWeapon.ShootDirection = direction; //StorageModule.FacingDirection = direction; StorageModule.FacingDirection = direction.SnapToCardinal().Normalized(); + StorageModule.AimingDirection = StorageModule.FacingDirection; EquippedWeapon.Shoot(); }