cirnogodot/Scripts/Resources/Events/ControlEnemyEvent.cs

52 lines
No EOL
1.4 KiB
C#

using Cirno.Scripts.Components.FSM;
using Godot;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class ControlEnemyEvent : EventResource
{
[Export]
public NodePath Target { get; set; }
private Node _parent;
private bool _isComplete = false;
public override bool IsComplete()
{
return _isComplete;
}
public override void Init(Node parent)
{
_parent = parent;
}
public override void Start(Node parentNode)
{
_isComplete = false;
if (_parent.GetNode<Node2D>(Target) is Enemy enemy)
{
GameManager.Instance.CameraTargetObject(enemy);
GameManager.Instance.Player.SetState(PlayerState.Controlling);
// _gameManager.Player.RequestMovementDisable(true);
enemy.AssumeControl();
// TODO: Do this on the enemy as a module instead
// if (_gameManager.Player.WingsSprite != null)
// {
// var sprite = new Sprite2D();
// sprite.SetTexture(_gameManager.Player.WingsSprite);
// //sprite.GlobalPosition = enemy.GlobalPosition;
// sprite.SetZIndex(1);
// enemy.CallDeferred("add_child", sprite);
// }
}
_isComplete = true;
}
public override void UpdateEvent(double delta) { }
}