wave-survival/modules/wave_survival/enemies/enemy_rifleman.h

61 lines
1.4 KiB
C++

#ifndef ENEMY_RIFLEMAN_H
#define ENEMY_RIFLEMAN_H
#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(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 EnemyState {
GDCLASS(RiflemanState, State);
static void _bind_methods() {}
public:
EnemyRifleman *get_target() const;
};
class RiflemanPatrolState : public EnemyPatrolState {
GDCLASS(RiflemanPatrolState, EnemyPatrolState);
static void _bind_methods() {}
public:
String get_next_state() const override;
};
class RiflemanChaseState : public EnemyChaseState {
GDCLASS(RiflemanChaseState, EnemyChaseState);
static void _bind_methods() {}
public:
String get_next_state() const override;
};
class RiflemanFireState : public RiflemanState {
GDCLASS(RiflemanFireState, RiflemanState);
static void _bind_methods() {}
};
#endif // !ENEMY_RIFLEMAN_H