chore: WIP rifleman implementation

This commit is contained in:
Sara Gerretsen 2026-01-31 23:11:39 +01:00
parent 5f3e21f254
commit 7810bc415b
2 changed files with 69 additions and 9 deletions

View file

@ -1,12 +1,26 @@
#include "enemy_rifleman.h"
#include "core/os/memory.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/macros.h"
#include "wave_survival/state_machine.h"
void EnemyRifleman::_bind_methods() {
BIND_PROPERTY(Variant::FLOAT, chase_speed);
}
void EnemyRifleman::on_child_entered() {
void EnemyRifleman::on_child_entered(Node *node) {
if (StateMachine * fsm{ cast_to<StateMachine>(node) }) {
this->fsm = fsm;
}
if (node->has_node(NodePath("AnimationPlayer"))) {
this->anim = cast_to<AnimationPlayer>(node->get_node(NodePath("AnimationPlayer")));
}
}
void EnemyRifleman::ready() {
this->fsm->add_state(memnew(RiflemanPatrolState));
this->fsm->add_state(memnew(RiflemanSeekState));
this->fsm->add_state(memnew(RiflemanFireState));
}
void EnemyRifleman::_notification(int what) {
@ -17,10 +31,46 @@ void EnemyRifleman::_notification(int what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
enter_tree();
if (!is_ready()) {
connect("child_entered", callable_mp(this, &self_type::on_child_entered));
}
return;
case NOTIFICATION_READY:
ready();
return;
}
}
void EnemyRifleman::set_chase_speed(float speed) {
this->chase_speed = speed;
}
float EnemyRifleman::get_chase_speed() const {
return this->chase_speed;
}
AnimationPlayer *EnemyRifleman::get_anim() const {
return this->anim;
}
void RiflemanState::set_target(Node *node) {
this->target = cast_to<EnemyRifleman>(node);
}
EnemyRifleman *RiflemanState::get_target() const {
return this->target;
}
NpcUnit *RiflemanState::get_unit() const {
return this->target->get_unit();
}
NavigationAgent3D *RiflemanState::get_nav() const {
return this->target->get_nav();
}
AnimationPlayer *RiflemanState::get_anim() const {
return this->target->get_anim();
}
void

View file

@ -3,31 +3,41 @@
#include "wave_survival/enemy_body.h"
#include "wave_survival/state.h"
#include "wave_survival/state_machine.h"
class AnimationPlayer;
class NavigationAgent3D;
class EnemyRifleman : public EnemyBody {
GDCLASS(EnemyRifleman, EnemyBody);
static void _bind_methods();
void on_child_entered();
void enter_tree();
void on_child_entered(Node *node);
void ready();
protected:
void _notification(int what);
public:
void set_chase_speed(float speed);
float get_chase_speed() const;
AnimationPlayer *get_anim() const;
private:
float chase_speed{ 5.f };
StateMachine *fsm{ nullptr };
AnimationPlayer *anim{ nullptr };
};
/* ============================== STATES ============================== */
class RiflemanState : public State {
GDCLASS(RiflemanState, State);
static void _bind_methods();
static void _bind_methods() {}
public:
virtual void set_target(Node *target) override;
EnemyRifleman *get_target() const;
NpcUnit *get_unit() const;
NavigationAgent3D *get_agent() const;
NavigationAgent3D *get_nav() const;
AnimationPlayer *get_anim() const;
private:
@ -36,7 +46,7 @@ private:
class RiflemanPatrolState : public RiflemanState {
GDCLASS(RiflemanPatrolState, RiflemanState);
static void _bind_methods();
static void _bind_methods() {}
public:
virtual void enter_state() override;
@ -45,12 +55,12 @@ public:
class RiflemanSeekState : public RiflemanState {
GDCLASS(RiflemanSeekState, RiflemanState);
static void _bind_methods();
static void _bind_methods() {}
};
class RiflemanFireState : public RiflemanState {
GDCLASS(RiflemanFireState, RiflemanState);
static void _bind_methods();
static void _bind_methods() {}
};
#endif // !ENEMY_RIFLEMAN_H