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46 lines
No EOL
1.3 KiB
C#
46 lines
No EOL
1.3 KiB
C#
using Cirno.Scripts.Actors;
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using Cirno.Scripts.AttackPatterns;
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using Godot;
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using Godot.Collections;
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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 BossPhase : Resource
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{
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[Export] public string PhaseName = string.Empty;
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[Export] public int Threshold;
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[Export] public bool PlayAnimation;
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[Export] public Array<AttackPattern> Patterns;
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private int currentPatternIndex = 0;
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private double patternTimer;
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private IPatternMachine _patternMachine;
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public void Start(Node boss)
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{
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currentPatternIndex = 0;
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(boss);
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_patternMachine.Start();
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//Patterns[currentPatternIndex].Start(boss);
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}
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public void UpdatePhase(double delta)
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{
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patternTimer += delta;
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var currentPattern = Patterns[currentPatternIndex];
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_patternMachine.UpdatePattern(delta);
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if (!currentPattern.WaitForCompletion || _patternMachine.IsComplete())
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{
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currentPatternIndex = (currentPatternIndex + 1) % Patterns.Count;
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var oldParent = _patternMachine.Parent;
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_patternMachine = Patterns[currentPatternIndex].MakeMachine(oldParent);
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_patternMachine.Start();
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//_patternMachine.Start(currentPattern.Parent);
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}
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}
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} |