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https://gitlab.com/MaddoScientisto/cirnogodot.git
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102 lines
No EOL
2.7 KiB
C#
102 lines
No EOL
2.7 KiB
C#
using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class EnemyTurretRotationMovement : MovementHandler
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{
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public override Vector2 MovementDirection
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{
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get => _parent.MovementDirection;
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set => _parent.MovementDirection = value;
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}
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public override Vector2 FacingDirection
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{
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get => _parent.FacingDirection;
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set => _parent.FacingDirection = value;
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}
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[Export] public float PlayerDisengageRange = 500f;
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[Export(PropertyHint.Layers2DPhysics)]
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public uint CollisionMask { get; set; }
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public bool IsDestroyed => _parent.IsDestroyed;
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[Export] public Weapon EquippedWeapon;
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[Export] private PlayerDetection _playerDetection;
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private Vector2? _lastPlayerPosition = null;
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private ActorAi _actorAi;
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private bool IsPlayerInRange => _playerDetection is { IsPlayerInRange: true };
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private bool IsPlayerInSight =>
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_playerDetection is not null && _playerDetection.IsPlayerInSight(CollisionMask);
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public override void Init(Actor parent)
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{
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base.Init(parent);
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MovementDirection = Vector2.Zero;
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FacingDirection = Vector2.Down;
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_actorAi = parent.GetNode<ActorAi>("ActorAi");
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}
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public override void Update(double delta)
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{
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}
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public override void PhysicsUpdate(double delta)
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{
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if (IsDestroyed) return;
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if (_actorAi.Ai is not AiState.Enabled)
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return;
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switch (_actorAi.State)
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{
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case EnemyState.Idle:
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if (_playerDetection != null && IsPlayerInRange && IsPlayerInSight)
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{
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_actorAi.State = EnemyState.Alert;
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}
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break;
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case EnemyState.Alert:
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// Update last known player position if it's in range
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if (IsPlayerInRange)
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{
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_lastPlayerPosition = _playerDetection.CachedPlayer.GlobalPosition;
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}
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if (IsPlayerInRange && IsPlayerInSight)
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{
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Shoot();
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}
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else
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{
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_actorAi.State = EnemyState.Idle;
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}
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break;
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}
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}
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private void Shoot()
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{
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if (EquippedWeapon == null || !_lastPlayerPosition.HasValue) return;
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var direction = (_lastPlayerPosition.Value - _parent.GlobalPosition).Normalized();
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// Shoot at the player's last known position
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EquippedWeapon.ShootDirection = direction;
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FacingDirection = direction;
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EquippedWeapon.Shoot();
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}
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} |