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55 lines
No EOL
1.6 KiB
C#
55 lines
No EOL
1.6 KiB
C#
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._3D;
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public partial class EnemyDamageModule3D : ModuleBase<EnemyState, CharacterBody3D>
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{
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[Export] public DamageReceiver3D DamageReceiver { get; private set; }
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[Export] public EnemyStorage3D StorageModule { get; private set; }
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private IStateMachine<EnemyState, CharacterBody3D> _machine;
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public override void EnterState(EnemyState state)
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{
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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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public override void ExitState(EnemyState state)
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{
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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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public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
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{
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_machine = machine;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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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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StorageModule.AiState = AiState.Enabled;
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_machine.SetState(EnemyState.Alert);
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}
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private void HealthProviderOnResourceDepleted()
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{
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_machine.SetState(EnemyState.Dead);
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}
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} |