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45 lines
No EOL
1.1 KiB
C#
45 lines
No EOL
1.1 KiB
C#
using Cirno.Scripts.Components.FSM.Enemy._3D;
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using Cirno.Scripts.Enums;
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using Cirno.Scripts.Utils;
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using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Boss._3D;
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public partial class Shooting : EnemyStateBase3D
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{
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public override EnemyState StateId => EnemyState.Shooting;
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[Export] public EnemyStorage3D Storage { get; private set; }
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[Export] public GravityProvider GravityProvider { get; private set; }
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public override void EnterState()
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{
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base.EnterState();
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// Enable damage receiver
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}
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public override void ExitState()
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{
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base.ExitState();
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}
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public override void PhysicsProcessState(double delta)
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{
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base.PhysicsProcessState(delta);
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// Calculate gravity
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MainObject.Velocity = new Vector3(MainObject.Velocity.X, GravityProvider.CalculateGravityVelocity(MainObject.Velocity.Y, delta), MainObject.Velocity.Z);
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MainObject.MoveAndSlide();
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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}
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} |