cirnogodot/Scripts/AttackPatterns/MovementPattern.cs
2025-06-11 15:28:26 +02:00

74 lines
No EOL
2.3 KiB
C#

using Cirno.Scripts.Actors;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.AttackPatterns;
[GlobalClass]
[Tool]
public partial class MovementPattern : AttackPattern
{
[Export] public Vector2 relativeTargetPosition;
[Export] public float moveDuration = 2f;
[Export] public Tween.TransitionType transitionType = Tween.TransitionType.Linear;
[Export] public Tween.EaseType easeType = Tween.EaseType.InOut;
[Export] public AttackPattern shootingPattern;
public override IPatternMachine MakeMachine(Node parent)
{
return new MovementPatternMachine(this, parent);
}
public class MovementPatternMachine(MovementPattern pattern, Node parent) : IPatternMachine
{
public Node Parent => parent;
public MovementPattern Pattern { get; } = pattern;
private IPatternMachine _machine;
private Tween tween;
private bool isComplete = false;
protected IScriptHost Boss;
public void Start()
{
if (parent is not IScriptHost boss)
return;
Boss = boss;
tween = parent.CreateTween();
isComplete = false;
Vector2 targetPosition = (Boss?.HomePosition ?? boss.ParentObject.GlobalPosition) + Pattern.relativeTargetPosition;
tween.TweenProperty(boss.ParentObject, "position", targetPosition, Pattern.moveDuration)
.SetTrans(Pattern.transitionType)
.SetEase(Pattern.easeType)
.Finished += () => isComplete = true;
if (Pattern.shootingPattern != null && !Pattern.WaitForCompletion)
{
_machine = Pattern.shootingPattern.MakeMachine(parent);
_machine.Start();
}
}
public void UpdatePattern(double delta)
{
if (_machine is not null && !Pattern.WaitForCompletion)
{
_machine.UpdatePattern(delta);
//shootingPattern.UpdatePattern(delta);
}
}
public bool IsComplete()
{
if (Pattern.WaitForCompletion && _machine is not null)
return isComplete && _machine.IsComplete();
return isComplete;
}
}
}