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59 lines
No EOL
1.7 KiB
C#
59 lines
No EOL
1.7 KiB
C#
using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Enemy;
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public partial class AnimationModule : ModuleBase<EnemyState, CharacterBody2D>
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{
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private IStateMachine<EnemyState, CharacterBody2D> _machine;
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[Export] public PlayerAnimationProvider AnimationProvider { get; set; }
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[Export] public EnemyStorageModule StorageModule { get; set; }
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[Export] public ActorResourceProvider HealthProvider { get; set; }
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public override void EnterState(EnemyState state)
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{
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AnimationProvider.SetAnimation(StorageModule.AimingDirection);
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AnimationProvider.SetAnimation(Vector2.Zero);
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if (HealthProvider is not null)
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{
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HealthProvider.ResourceDecreased += HealthProviderOnResourceDecreased;
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}
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}
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private void HealthProviderOnResourceDecreased(float oldValue, float newValue, float maxValue)
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{
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AnimationProvider?.Blink();
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}
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public override void ExitState(EnemyState state)
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{
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AnimationProvider.SetAnimation(Vector2.Zero);
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if (HealthProvider is not null)
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{
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HealthProvider.ResourceDecreased -= HealthProviderOnResourceDecreased;
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}
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}
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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_machine = machine;
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}
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public override void Process(double delta)
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{
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AnimationProvider.SetAnimation(StorageModule.AimingDirection);
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if (_machine.MainObject.Velocity == Vector2.Zero)
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{
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AnimationProvider.SetAnimation(Vector2.Zero);
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}
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}
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public override void PhysicsProcess(double delta)
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{
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}
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} |