feat: implemented enemy wretched patrol and chase states

This commit is contained in:
Sara 2025-07-21 15:05:02 +02:00
parent 1b0e4384b9
commit 9517588415
12 changed files with 224 additions and 17 deletions

View file

@ -2,15 +2,24 @@
#include "enemy_body.h"
#include "macros.h"
#include "patrol_path.h"
#include "player_detector.h"
void NpcUnit::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
}
void NpcUnit::on_npc_awareness_changed(bool value) {
if (value) {
this->aware_of_player = true;
}
}
void NpcUnit::child_added(Node *node) {
if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
this->npcs.push_back(npc);
npc->set_unit(this);
PlayerDetector *detector{ cast_to<PlayerDetector>(npc->get_node(NodePath("%PlayerDetector"))) };
detector->connect(PlayerDetector::sig_awareness_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
}
}
@ -40,7 +49,7 @@ PatrolPath *NpcUnit::get_patrol_path() const {
}
bool NpcUnit::is_aware_of_player() const {
return false;
return this->aware_of_player;
}
void NpcUnit::set_patrol_speed(float speed) {