cirnogodot/Scripts/Components/Actors/EnemyPossessionMovement.cs
2025-02-24 14:30:14 +01:00

63 lines
No EOL
1.5 KiB
C#

using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
// State accessor
private AiState _previousAiState;
[Export]
public AnimatedSprite2D PossessionSprite { get; private set; }
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
_parent.OnControlAssumed += AssumeControl;
_previousAiState = _actorAi.Ai;
}
public override void Update(double deltaTime)
{
if (_actorAi.Ai is AiState.Controlled && Input.IsActionJustPressed("pause"))
{
if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
{
ResumeControl();
}
}
}
public override void PhysicsUpdate(double delta)
{
if (IsDestroyed) return;
if (_actorAi.Ai is AiState.Controlled)
base.PhysicsUpdate(delta);
}
public void AssumeControl()
{
GameManager.Instance.CameraTargetObject(_parent);
GameManager.Instance.Player.RequestMovementDisable(true);
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
PossessionSprite?.Show();
}
public void ResumeControl()
{
_actorAi.Ai = _previousAiState;
GameManager.Instance.CameraTargetPlayer();
GameManager.Instance.Player.RequestMovementDisable(false);
PossessionSprite?.Hide();
}
}