cirnogodot/Scripts/Components/Actors/EnemyPossessionMovement.cs
2025-06-25 15:36:50 +02:00

106 lines
No EOL
2.7 KiB
C#

using Cirno.Scripts;
using Cirno.Scripts.Components.Actors;
using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
// State accessor
private AiState _previousAiState;
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
[Export] public StringName ControlEndAction { get; private set; } = "pause";
[Export] public StringName ShootAction { get; private set; } = "shoot";
[Export] public DamageReceiverActorModule DamageReceiver { get; private set; }
[Export] public Weapon EquippedWeapon;
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
parent.OnDeath += () =>
{
if (_actorAi.Ai is AiState.Controlled)
{
ResumeControl();
}
};
}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is not AiState.Controlled) return;
if (GetActionPressed(ShootAction))
{
Shoot();
}
// TODO: Restore control
// if (GetActionJustPressed(ControlEndAction))
// {
// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
// {
// ResumeControl();
// }
// }
}
private void Shoot()
{
if (EquippedWeapon == null) return;
var direction = FacingDirection.Normalized();
EquippedWeapon.ShootDirection = direction;
EquippedWeapon.Shoot(BulletOwner.Player);
}
public override void PhysicsUpdate(double delta)
{
if (IsDestroyed) return;
if (_actorAi.Ai is AiState.Controlled)
base.PhysicsUpdate(delta);
}
public void AssumeControl()
{
GameManager.Instance.CameraTargetObject(_parent);
//GameManager.Instance.Player.RequestMovementDisable(true);
GameManager.Instance.Player.SetState(PlayerState.Controlling);
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
DamageReceiver.BulletGroup = BulletOwner.Player;
PossessionSprite?.Show();
}
public void ResumeControl()
{
_actorAi.Ai = _previousAiState;
GameManager.Instance.CameraTargetPlayer();
//GameManager.Instance.Player.RequestMovementDisable(false);
GameManager.Instance.Player.SetState(PlayerState.Active);
DamageReceiver.BulletGroup = BulletOwner.Enemy;
PossessionSprite?.Hide();
}
}