mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
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107 lines
No EOL
2.7 KiB
C#
107 lines
No EOL
2.7 KiB
C#
using Cirno.Scripts;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.FSM;
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using Godot;
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public partial class EnemyPossessionMovement : ActorFreeMovement
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{
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private ActorAi _actorAi;
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// State accessor
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private AiState _previousAiState;
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[Export]
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public AnimatedSprite2D PossessionSprite { get; private set; }
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[Export] public StringName ControlEndAction { get; private set; } = "pause";
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[Export] public StringName ShootAction { get; private set; } = "shoot";
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[Export] public DamageReceiverActorModule DamageReceiver { get; private set; }
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[Export] public Weapon EquippedWeapon;
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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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_actorAi = parent.GetNode<ActorAi>("ActorAi");
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_parent.OnControlAssumed += AssumeControl;
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_previousAiState = _actorAi.Ai;
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parent.OnDeath += () =>
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{
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if (_actorAi.Ai is AiState.Controlled)
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{
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ResumeControl();
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}
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};
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}
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public override void Update(double deltaTime)
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{
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if (_actorAi.Ai is not AiState.Controlled) return;
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if (GetActionPressed(ShootAction))
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{
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Shoot();
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}
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// TODO: Restore control
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// if (GetActionJustPressed(ControlEndAction))
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// {
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// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
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// {
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// ResumeControl();
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// }
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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) return;
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var direction = FacingDirection.Normalized();
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EquippedWeapon.ShootDirection = direction;
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EquippedWeapon.Shoot(BulletOwner.Player);
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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 AiState.Controlled)
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base.PhysicsUpdate(delta);
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}
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public void AssumeControl()
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{
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GameManager.Instance.CameraTargetObject(_parent);
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//GameManager.Instance.Player.RequestMovementDisable(true);
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GameManager.Instance.Player.SetState(PlayerState.Controlling);
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_previousAiState = _actorAi.Ai;
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_actorAi.Ai = AiState.Controlled;
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DamageReceiver.BulletGroup = BulletOwner.Player;
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PossessionSprite?.Show();
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}
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public void ResumeControl()
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{
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_actorAi.Ai = _previousAiState;
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GameManager.Instance.CameraTargetPlayer();
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//GameManager.Instance.Player.RequestMovementDisable(false);
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GameManager.Instance.Player.SetState(PlayerState.Active);
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DamageReceiver.BulletGroup = BulletOwner.Enemy;
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PossessionSprite?.Hide();
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}
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} |