cirnogodot/Scripts/Enemy.cs

148 lines
3.1 KiB
C#

using Cirno.Scripts;
using Godot;
using System;
using System.Diagnostics;
public partial class Enemy : Area2D, IDestructible
{
private InteractionController _cachedPlayer;
private EnemyState _currentState = EnemyState.Idle;
[Export]
public PackedScene BulletScene { get; set; }
[Export] public float Health = 4f;
[Export] public double RateOfFire = 0.4f;
private float _currentHealth = 0f;
private bool _isDestroyed = false;
private Timer _cooldownTimer;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_currentHealth = Health;
_cooldownTimer = GetNode<Timer>("./ShootTimer");
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
switch (_currentState)
{
case EnemyState.Idle:
break;
case EnemyState.Primed:
// Have the raycast follow the player and shoot if visible
//HandlePlayerDetection();
break;
//case EnemyState.Shooting:
// Shoot
//break;
default:
break;
}
}
public override void _PhysicsProcess(double delta)
{
HandlePlayerDetection();
}
private void HandlePlayerDetection()
{
if (_cachedPlayer == null || _currentState is not EnemyState.Primed)
{
return;
}
if (_cooldownTimer.IsStopped() && IsPlayerInSight())
{
// SHOOT
var bullet = this.CreateChild<Bullet>(BulletScene);
// var bullet = BulletScene.Instantiate<Bullet>();
// Owner.AddChild(bullet);
// bullet.Transform = this.GlobalTransform;
// bullet.Position = this.Position;
bullet.SetDirection((_cachedPlayer.GlobalPosition - this.GlobalPosition).Normalized());
_cooldownTimer.Start(RateOfFire);
}
}
private bool IsPlayerInSight()
{
var spaceState = GetWorld2D().DirectSpaceState;
var query = PhysicsRayQueryParameters2D.Create(this.GlobalPosition, _cachedPlayer.GlobalPosition, CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
var result = spaceState.IntersectRay(query);
// If count is 0 then the player is in sight, otherwise there is level geometry in the way
return result.Count == 0;
// if (result.Count > 0)
// GD.Print("Hit at point: ", result["position"]);
}
private void _on_player_detection_area_entered(Area2D area)
{
// Assume area is player for now
if (area is InteractionController player)
{
Debug.WriteLine("Enemy detection area Entered by interaction controller");
_cachedPlayer = player;
if (_currentState is EnemyState.Idle)
{
_currentState = EnemyState.Primed;
}
}
}
private void _on_player_detection_area_exited(Area2D area)
{
if (_currentState is EnemyState.Primed)
{
_currentState = EnemyState.Idle;
}
}
// Bullets collision
private void _on_area_entered(Area2D area)
{
}
public void Hit(float damage)
{
if (_isDestroyed) return;
_currentHealth -= damage;
if (!(_currentHealth <= 0)) return;
_isDestroyed = true;
Explode();
}
private void Explode()
{
Debug.WriteLine("Ded");
//CreateParticles();
//CreateDebris();
QueueFree();
}
public bool IsDestroyed()
{
return _isDestroyed;
}
private enum EnemyState
{
Idle,
Primed
}
}