cirnogodot/Scripts/Components/FSM/Enemy/Turret/TurretAlert.cs
2025-06-11 15:28:26 +02:00

97 lines
No EOL
2.8 KiB
C#

using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy.Turret;
public partial class TurretAlert : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Alert;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
[Export]
public PlayerDetectionModule PlayerDetection { get; private set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.ChangeState(true);
DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
DamageReceiver.ChangeState(false);
}
private void PlayerDetectionOnPlayerInRange()
{
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
StateMachine.SetState(EnemyState.Shooting);
return;
}
// if player is outside disengage range, change to idle (later on, search)
if (MainObject.GlobalPosition.DistanceTo(GameManager.Instance.PlayerPosition.Value) >=
StorageModule.Root.EnemyResource.PlayerDisengageRange)
{
StateMachine.SetState(EnemyState.Idle);
return;
}
// Set facing direction towards player
if (PlayerDetection.LastKnownPlayerPosition.HasValue)
{
StorageModule.FacingDirection =
(PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).Normalized(); //MainObject.Velocity.SnapToCardinal().Normalized();
StorageModule.AimingDirection = StorageModule.FacingDirection;
}
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}