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https://gitlab.com/MaddoScientisto/cirnogodot.git
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99 lines
No EOL
2.9 KiB
C#
99 lines
No EOL
2.9 KiB
C#
using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy._3D;
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public partial class Idle : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Idle;
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[Export] public EnemyStorage3D Storage { get; private set; }
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[Export] public PlayerDetection3D PlayerDetection { get; private set; }
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[Export] public GravityProvider GravityProvider { get; private set; }
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[Export] public bool DebugEnabled { get; set; } = false;
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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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PlayerDetection.SetRange(Storage.Root.EnemyResource.PlayerDetectionRange);
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_isPlayerInRange = PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange);
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PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
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// player detection
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// damage receiver will be a module
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GD.Print("Entered Idle");
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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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PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
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PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
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// DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
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//
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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 HealthProviderOnResourceDepleted()
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{
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ChangeState(EnemyState.Dead);
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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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Storage.AiState = AiState.Enabled;
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ChangeState(EnemyState.Alert);
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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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private void PlayerDetectionOnPlayerOutOfRange()
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{
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_isPlayerInRange = false;
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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 (Storage.AiState is AiState.Enabled && _isPlayerInRange)
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{
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if (PlayerDetection.IsPlayerInSight())
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{
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GD.Print("Moving to alert");
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StateMachine.SetState(EnemyState.Alert);
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}
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}
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if (DebugEnabled)
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{
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DebugDraw3D.DrawText(MainObject.GlobalPosition - new Vector3(0,16,0), "Idle");
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}
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MainObject.Velocity = new Vector3(MainObject.Velocity.X, GravityProvider.CalculateGravityVelocity(MainObject.Velocity.Y, delta), MainObject.Velocity.Z);
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MainObject.MoveAndSlide();
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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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} |