cirnogodot/Scripts/Components/FSM/Enemy/3D/Idle.cs

108 lines
No EOL
3.1 KiB
C#

using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class Idle : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Idle;
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D PlayerDetection { get; set; }
private GravityProvider GravityProvider { get; set; }
[Export] public bool DebugEnabled { get; set; } = false;
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
public override void EnterState()
{
base.EnterState();
PlayerDetection.SetRange(Storage.Root.EnemyResource.PlayerDetectionRange);
_isPlayerInRange = PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange);
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
// player detection
// damage receiver will be a module
//GD.Print("Entered Idle");
}
public override void ExitState()
{
base.ExitState();
PlayerDetection.PlayerInRange -= PlayerDetectionOnPlayerInRange;
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
// DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
//
// DamageReceiver.HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
// DamageReceiver.ChangeState(false);
}
private void HealthProviderOnResourceDepleted()
{
ChangeState(EnemyState.Dead);
}
private void HealthProviderOnResourceDecreased(float oldvalue, float newvalue, float maxvalue)
{
Storage.AiState = AiState.Enabled;
ChangeState(EnemyState.Alert);
}
private void PlayerDetectionOnPlayerInRange()
{
_isPlayerInRange = true;
//GD.Print("Player In Range");
}
private void PlayerDetectionOnPlayerOutOfRange()
{
_isPlayerInRange = false;
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (Storage.AiState is AiState.Enabled && _isPlayerInRange)
{
if (PlayerDetection.IsPlayerInSight())
{
GD.Print("Moving to alert");
StateMachine.SetState(EnemyState.Alert);
}
}
if (DebugEnabled)
{
// #if !DISABLE_DD3D
// DebugDraw3D.DrawText(MainObject.GlobalPosition - new Vector3(0, 16, 0), "Idle");
// #endif
}
MainObject.Velocity = new Vector3(MainObject.Velocity.X,
GravityProvider.CalculateGravityVelocity(MainObject.Velocity.Y, delta), MainObject.Velocity.Z);
MainObject.MoveAndSlide();
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
}