cirnogodot/Scripts/Components/FSM/Enemy/3D/EnemyProxy3D.cs
2025-06-21 16:44:44 +02:00

81 lines
No EOL
2.2 KiB
C#

using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Loot;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class EnemyProxy3D : CharacterBody3D, IActivable
{
[Export] public EnemyStateMachine3D EnemyFSM { get; private set; }
[Export] public EnemyResource EnemyResource { get; private set; }
[Export] public Array<LootDrop> ExtraLoot { get; private set; } = [];
[Export] public bool OverrideLoot { get; set; } = false;
[Export]
public AiState StartingAiState { get; private set; }
[ExportCategory("Defeat Script")]
[Export] public Node DefeatScript { get; set; }
[Export] public ActivationType ActivationType { get; private set; } = ActivationType.Toggle;
[Signal] public delegate void DeathEventHandler(EnemyProxy3D enemy);
[Signal]
public delegate void InitializedEventHandler(EnemyResource resource);
public void Init(EnemyResource enemyResource)
{
this.EnemyResource = enemyResource;
EmitSignalInitialized(enemyResource);
}
public void TriggerDeath()
{
EmitSignalDeath(this);
}
public void RequestAlert(Vector3 destination)
{
//EnemyFSM.SetState(EnemyState.Alert);
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
switch (activationType)
{
case ActivationType.Toggle:
EnemyFSM.SetState(EnemyState.Controlled);
break;
case ActivationType.Enable:
// Enable or disable AI
EnemyFSM.SetState(EnemyState.Shooting);
break;
case ActivationType.Disable:
EnemyFSM.SetState(EnemyState.Idle);
// Enable or disable AI
break;
case ActivationType.Use:
break;
case ActivationType.Destroy:
EnemyFSM.SetState(EnemyState.Dead);
break;
case ActivationType.Open:
break;
case ActivationType.Close:
break;
}
return true;
}
public void Toggle()
{
this.Activate();
}
}