using Cirno.Scripts.Components.Actors; using Cirno.Scripts.Components.Actors._3D; using Cirno.Scripts.Enums; using Godot; namespace Cirno.Scripts.Components.FSM.Enemy._3D; public partial class EnemyDamageModule3D : ModuleBase { [Export] public DamageReceiver3D DamageReceiver { get; private set; } [Export] public EnemyStorage3D StorageModule { get; private set; } [Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; } private IStateMachine _machine; public override void EnterState(EnemyState state) { DamageReceiver.ChangeState(true); DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted; DamageReceiver.HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased; } public override void ExitState(EnemyState state) { DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted; DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased; DamageReceiver.ChangeState(false); } public override void Init(IStateMachine machine) { _machine = machine; } public override void Process(double delta) { } public override void PhysicsProcess(double delta) { } private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue) { if (_machine.GetState() is EnemyState.Idle) { StorageModule.AiState = AiState.Enabled; _machine.SetState(EnemyState.Alert); } AnimationProvider.Blink(); } private void HealthProviderOnResourceDepleted() { _machine.SetState(EnemyState.Dead); } }