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https://gitlab.com/MaddoScientisto/cirnogodot.git
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64 lines
1.9 KiB
C#
64 lines
1.9 KiB
C#
using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
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namespace Cirno.Scripts.Resources;
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[GlobalClass]
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[Tool]
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public partial class FSMMovementPattern : AttackPattern
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{
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[Export] private Vector2 relativeTargetPosition;
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[Export] private float moveDuration = 2f;
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[Export] private Tween.TransitionType transitionType = Tween.TransitionType.Linear;
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[Export] private Tween.EaseType easeType = Tween.EaseType.InOut;
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public override IPatternMachine MakeMachine(Node parent)
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{
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return new FSMMovementPatternMachine(this, parent);
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}
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public class FSMMovementPatternMachine(FSMMovementPattern pattern, Node parent) : IPatternMachine
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{
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public Node Parent => parent;
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private Tween tween;
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private bool isComplete = false;
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protected IScriptHost Boss;
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public void Start()
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{
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if (parent is not IScriptHost boss)
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return;
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Boss = boss;
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tween = Parent.CreateTween();
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isComplete = false;
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if (parent is not Node2D parent2d)
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{
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return;
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}
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Vector2 targetPosition = (Boss?.HomePosition ?? parent2d.GlobalPosition) + pattern.relativeTargetPosition;
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boss.ChangeSpriteDirection(-(parent2d.GlobalPosition - targetPosition));
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tween.TweenProperty(parent2d, "global_position", targetPosition, pattern.moveDuration)
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.SetTrans(pattern.transitionType)
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.SetEase(pattern.easeType)
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.Finished += () =>
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{
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isComplete = true;
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boss.ChangeSpriteDirection(Vector2.Zero);
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};
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}
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public void UpdatePattern(double delta) { }
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public bool IsComplete()
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{
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return isComplete;
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}
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}
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}
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