mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-11 21:15:54 +00:00
Enemy state machine
This commit is contained in:
parent
b9b8834bc2
commit
ef6c240e8e
37 changed files with 545 additions and 36 deletions
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@ -1,4 +1,5 @@
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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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public partial class ActorAi : ActorModule
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@ -4,6 +4,7 @@ using Cirno.Scripts.Components;
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using System.Collections.Generic;
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using System.Linq;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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public partial class EnemyNavigationMovement : MovementHandler
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{
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@ -1,4 +1,5 @@
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using Godot;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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@ -16,6 +16,10 @@ public partial class GenericDamageReceiver : Area2D, IHittable
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[Export] public PackedScene Debris { get; set; }
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[Export] public Array<DamageResistance> DamageResistances { get; set; } = [];
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[Export] public bool DeleteParentOnDeath { get; private set; } = true;
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//[Signal] public delegate void DeathEventHandler();
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private Node2D _parent;
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@ -69,6 +73,12 @@ public partial class GenericDamageReceiver : Area2D, IHittable
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_parent.CreateSibling<Node2D>(Debris);
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}
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_parent.QueueFree();
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// Not needed because the health provider is accessible
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//EmitSignal(SignalName.Death);
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if (DeleteParentOnDeath)
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{
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_parent.QueueFree();
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}
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}
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}
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@ -19,7 +19,7 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
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[Export]
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private Array<Node> _moduleNodes = [];
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private readonly List<IModule<TKey, TType>> _modules = [];
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protected readonly List<IModule<TKey, TType>> _modules = [];
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public virtual void Init(IStateMachine<TKey, TType> machine)
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{
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105
Scripts/Components/FSM/Enemy/Alert.cs
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105
Scripts/Components/FSM/Enemy/Alert.cs
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@ -0,0 +1,105 @@
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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 Alert : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Alert;
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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 PlayerDetectionModule PlayerDetection { get; private set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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private bool _isPlayerInRange = false;
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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.PlayerDetectionRange);
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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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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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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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.ChangeState(false);
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}
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private void PlayerDetectionOnPlayerInRange()
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{
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_isPlayerInRange = true;
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GD.Print("Player In Range");
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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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if (_isPlayerInRange && PlayerDetection.IsPlayerInSight())
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{
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StateMachine.SetState(EnemyState.Shooting);
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return;
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}
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// if player is outside disengage range, change to idle (later on, search)
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if (this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
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StorageModule.Root.EnemyResource.PlayerDisengageRange)
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{
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StateMachine.SetState(EnemyState.Idle);
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}
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// Move towards last known position
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if (PlayerDetection.LastKnownPlayerPosition.HasValue)
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{
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MoveTowardsPosition(PlayerDetection.LastKnownPlayerPosition.Value);
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}
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}
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private void MoveTowardsPosition(Vector2 position)
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{
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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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}
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}
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1
Scripts/Components/FSM/Enemy/Alert.cs.uid
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1
Scripts/Components/FSM/Enemy/Alert.cs.uid
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@ -0,0 +1 @@
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uid://dbmc3klko5x18
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15
Scripts/Components/FSM/Enemy/EnemyDamageReceiver.cs
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15
Scripts/Components/FSM/Enemy/EnemyDamageReceiver.cs
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@ -0,0 +1,15 @@
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using Cirno.Scripts.Components.Actors;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class EnemyDamageReceiver : Area2D, IHittable
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{
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[Export]
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public ActorResourceProvider HealthProvider { get; private set; }
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public void Hit(float damage, DamageType damageType = DamageType.Neutral)
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{
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}
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}
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1
Scripts/Components/FSM/Enemy/EnemyDamageReceiver.cs.uid
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1
Scripts/Components/FSM/Enemy/EnemyDamageReceiver.cs.uid
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@ -0,0 +1 @@
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uid://vkmg3pggt8h5
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24
Scripts/Components/FSM/Enemy/EnemyFSMProxy.cs
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24
Scripts/Components/FSM/Enemy/EnemyFSMProxy.cs
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Resources.Loot;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class EnemyFSMProxy : CharacterBody2D
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{
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[Export] public EnemyStateMachine EnemyFSM { get; private set; }
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[Export] public EnemyResource EnemyResource { get; private set; }
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[Export] public Array<LootDrop> ExtraLoot { get; private set; }
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[Export]
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public AiState StartingAiState { get; private set; }
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[ExportCategory("Defeat Script")]
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[Export] public Node2D DefeatScript { get; set; }
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[Export] public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
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}
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1
Scripts/Components/FSM/Enemy/EnemyFSMProxy.cs.uid
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1
Scripts/Components/FSM/Enemy/EnemyFSMProxy.cs.uid
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uid://bi2edpdosngll
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9
Scripts/Components/FSM/Enemy/EnemyStateBase.cs
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9
Scripts/Components/FSM/Enemy/EnemyStateBase.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 abstract partial class EnemyStateBase : BaseState<EnemyState, CharacterBody2D>
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{
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}
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1
Scripts/Components/FSM/Enemy/EnemyStateBase.cs.uid
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1
Scripts/Components/FSM/Enemy/EnemyStateBase.cs.uid
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uid://cljaa768xq70j
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10
Scripts/Components/FSM/Enemy/EnemyStateMachine.cs
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10
Scripts/Components/FSM/Enemy/EnemyStateMachine.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 EnemyStateMachine : StateMachineBase<EnemyState, CharacterBody2D>
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{
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[Export] public override EnemyState InitialState { get; protected set; } = EnemyState.Init;
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}
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1
Scripts/Components/FSM/Enemy/EnemyStateMachine.cs.uid
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1
Scripts/Components/FSM/Enemy/EnemyStateMachine.cs.uid
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uid://dn6dbog1s2818
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19
Scripts/Components/FSM/Enemy/EnemyStorageModule.cs
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19
Scripts/Components/FSM/Enemy/EnemyStorageModule.cs
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class EnemyStorageModule : Node2D
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{
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[Export]
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public EnemyFSMProxy Root { get; private set; }
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public Vector2 MovementDirection { get; set; }
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public Vector2 FacingDirection { get; set; }
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public float MovementSpeed => Root.EnemyResource.MovementSpeed;
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}
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1
Scripts/Components/FSM/Enemy/EnemyStorageModule.cs.uid
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1
Scripts/Components/FSM/Enemy/EnemyStorageModule.cs.uid
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uid://bflvr26h52c55
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102
Scripts/Components/FSM/Enemy/Idle.cs
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102
Scripts/Components/FSM/Enemy/Idle.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 Idle : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Idle;
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// Scan for player, move to alert if found
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// Receive damage, move to alert if received
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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 PlayerDetectionModule PlayerDetection { 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 Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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// {
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// base.Init(machine);
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// }
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private bool _isPlayerInRange = false;
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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.PlayerDetectionRange);
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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DamageReceiver.ChangeState(true);
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DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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DamageReceiver.HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
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}
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private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
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{
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ChangeState(EnemyState.Alert);
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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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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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DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
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DamageReceiver.ChangeState(false);
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}
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private void PlayerDetectionOnPlayerInRange()
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{
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_isPlayerInRange = true;
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GD.Print("Player In Range");
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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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if (_isPlayerInRange)
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{
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if (PlayerDetection.IsPlayerInSight())
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{
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StateMachine.SetState(EnemyState.Alert);
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}
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}
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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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}
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}
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1
Scripts/Components/FSM/Enemy/Idle.cs.uid
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1
Scripts/Components/FSM/Enemy/Idle.cs.uid
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uid://bjrh5q24nuoec
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35
Scripts/Components/FSM/Enemy/Init.cs
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35
Scripts/Components/FSM/Enemy/Init.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 Init : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Init;
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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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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StateMachine.SetState(EnemyState.Idle);
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}
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public override void PhysicsProcessState(double delta)
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{
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}
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public override void ProcessState(double delta)
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{
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}
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}
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1
Scripts/Components/FSM/Enemy/Init.cs.uid
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1
Scripts/Components/FSM/Enemy/Init.cs.uid
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uid://rrelumir3g6n
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83
Scripts/Components/FSM/Enemy/PlayerDetectionModule.cs
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83
Scripts/Components/FSM/Enemy/PlayerDetectionModule.cs
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using Cirno.Scripts.Enums;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class PlayerDetectionModule : Area2D
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{
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[Signal]
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public delegate void PlayerInRangeEventHandler();
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[Signal]
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public delegate void PlayerOutOfRangeEventHandler();
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[Export(PropertyHint.Layers2DPhysics)]
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public uint ObstaclesCollisionMask { get; private set; }
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public Vector2? LastKnownPlayerPosition { get; private set; }
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//public bool PlayerInActiveArea { get; private set; }
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private CollisionShape2D _collisionShape2D;
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public override void _Ready()
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{
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}
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public void SetRange(float range)
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{
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_collisionShape2D ??= this.GetNode<CollisionShape2D>("CollisionShape2D");
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if (_collisionShape2D.Shape is CircleShape2D shape2D)
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{
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shape2D.Radius = range;
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}
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}
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public bool IsPlayerInRange(float range)
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{
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if (!GameManager.Instance?.PlayerPosition.HasValue ?? false)
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{
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return false;
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}
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return this.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) < range;
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}
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public bool IsPlayerInSight()
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{
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//if (_cachedPlayer == null) return false;
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if (!GameManager.Instance?.PlayerPosition.HasValue ?? false) return false;
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var spaceState = GetWorld2D().DirectSpaceState;
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// It needs to use its own collision mask because it's detecting obstacles rather than the player
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var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, GameManager.Instance.PlayerPosition.Value, ObstaclesCollisionMask,
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[GetRid()]);
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//query.CollideWithBodies = true;
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//query.CollideWithAreas = true;
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// var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Array<Rid> { GetRid() });
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var result = spaceState.IntersectRay(query);
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// If count is 0 then the player is in sight, otherwise there is level geometry in the way
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var found = result.Count == 0;
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if (found)
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{
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LastKnownPlayerPosition = GameManager.Instance.PlayerPosition;
|
||||
}
|
||||
return found;
|
||||
}
|
||||
|
||||
private void _on_area_entered(Area2D area)
|
||||
{
|
||||
if (area is not InteractionController player) return;
|
||||
EmitSignal(SignalName.PlayerInRange);
|
||||
//PlayerInActiveArea = true;
|
||||
}
|
||||
|
||||
private void _on_area_exited(Area2D area)
|
||||
{
|
||||
if (area is not InteractionController player) return;
|
||||
EmitSignal(SignalName.PlayerOutOfRange);
|
||||
//PlayerInActiveArea = false;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1 @@
|
|||
uid://mb4ugq74a17c
|
||||
|
|
@ -1,4 +1,5 @@
|
|||
using Godot;
|
||||
using Cirno.Scripts.Enums;
|
||||
using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Components.FSM;
|
||||
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ public partial class PlayerDetection : Area2D
|
|||
public InteractionController CachedPlayer => _cachedPlayer;
|
||||
|
||||
protected InteractionController _cachedPlayer;
|
||||
|
||||
public virtual bool IsPlayerInRange { get; set; }
|
||||
|
||||
public virtual bool IsPlayerInSight(uint collisionMask)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue