83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
#include "enemy_rifleman.h"
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#include "core/os/memory.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/macros.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_detector.h"
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#include "wave_survival/state_machine.h"
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void EnemyRifleman::_bind_methods() {
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BIND_PROPERTY(Variant::INT, damage_amount);
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ClassDB::bind_method(D_METHOD("shoot"), &self_type::shoot);
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}
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void EnemyRifleman::ready() {
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get_fsm()->add_state(memnew(RiflemanPatrolState));
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get_fsm()->add_state(memnew(RiflemanChaseState));
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get_fsm()->add_state(memnew(RiflemanFireState));
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}
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void EnemyRifleman::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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ready();
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return;
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}
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}
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void EnemyRifleman::shoot() {
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if (get_detector()->line_of_sight_exists()) {
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PlayerBody::get_singleton()->get_health()->damage(this->damage_amount);
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}
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}
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void EnemyRifleman::set_damage_amount(int amount) {
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this->damage_amount = amount;
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}
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int EnemyRifleman::get_damage_amount() const {
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return this->damage_amount;
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}
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EnemyRifleman *RiflemanState::get_target() const {
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return cast_to<EnemyRifleman>(get_body());
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}
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String RiflemanPatrolState::get_next_state() const {
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if (get_body()->get_unit()->is_aware_of_player()) {
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return RiflemanChaseState::get_class_static();
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}
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return get_class();
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}
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String RiflemanChaseState::get_next_state() const {
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if (get_body()->get_detector()->line_of_sight_exists()) {
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return RiflemanFireState::get_class_static();
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}
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return get_class();
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}
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void RiflemanFireState::enter_state() {
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get_anim()->play("fire");
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get_target()->set_movement_direction(Vector2());
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}
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void RiflemanFireState::process(double delta) {
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Vector3 const body_pos{ get_target()->get_global_position() };
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Vector3 player_pos{ PlayerBody::get_singleton()->get_global_position() };
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player_pos.y = body_pos.y;
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get_target()->look_at(body_pos + player_pos - body_pos);
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}
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String RiflemanFireState::get_next_state() const {
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if (get_anim()->get_current_animation().is_empty()) {
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return RiflemanChaseState::get_class_static();
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}
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return get_class();
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}
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