cirnogodot/Scripts/Components/FSM/Enemy/3D/Alert.cs
2025-06-21 15:41:29 +02:00

96 lines
No EOL
3 KiB
C#

using Cirno.Scripts.Enums;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class Alert : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Alert;
[Export] public EnemyStorage3D Storage { get; private set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
[Export] public NavigationProvider3D NavigationModule { get; private set; }
[Export] public bool DebugEnabled { get; set; } = false;
private bool _isPlayerInRange = false;
public override void EnterState()
{
base.EnterState();
// player detection
// damage receiver will be a module
NavigationModule.Init(MainObject);
PlayerDetection.SetRange(Storage.Root.EnemyResource.PlayerDetectionRange);
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
GD.Print("Entered alert");
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
NavigationModule.SetTarget(null);
// DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
// DamageReceiver.ChangeState(false);
// NavigationModule.SetTarget(null);
}
private void PlayerDetectionOnPlayerInRange()
{
//_isPlayerInRange = true;
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (PlayerDetection.IsPlayerInRange(Storage.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(GameController.Instance.PlayerPosition.Value) >=
Storage.Root.EnemyResource.PlayerDisengageRange)
{
StateMachine.SetState(EnemyState.Idle);
return;
}
// Move towards last known position
if (PlayerDetection.LastKnownPlayerPosition.HasValue)
{
MoveTowardsPosition(PlayerDetection.LastKnownPlayerPosition.Value);
}
NavigationModule.Move(Storage.EnemyData.MovementSpeed);
//Storage.FacingDirection = MainObject.Velocity.SnapToCardinal().Normalized();
Storage.FacingDirection = MainObject.Velocity.ToVector2().Normalized();
Storage.AimingDirection = Storage.FacingDirection;
}
private void MoveTowardsPosition(Vector3 position)
{
NavigationModule.SetTarget(position);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}