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

70 lines
1.6 KiB
C++

#ifndef ENEMY_WRETCHED_H
#define ENEMY_WRETCHED_H
#include "wave_survival/enemy_body.h"
#include "wave_survival/state.h"
class PatrolPath;
class NpcUnit;
class EnemyWretched : public EnemyBody {
GDCLASS(EnemyWretched, EnemyBody);
static void _bind_methods();
void ready();
protected:
void _notification(int what);
};
/* ============================== STATES ============================== */
class WretchedState : public State {
GDCLASS(WretchedState, State);
static void _bind_methods() {}
public:
virtual void set_target(Node *node) override;
EnemyWretched *get_target() const;
NpcUnit *get_unit() const;
NavigationAgent3D *get_nav() const;
private:
NpcUnit *unit{ nullptr };
EnemyWretched *target{ nullptr };
NavigationAgent3D *nav{ nullptr };
};
class WretchedPatrolState : public WretchedState {
GDCLASS(WretchedPatrolState, WretchedState);
static void _bind_methods() {}
void set_patrol_target(Vector3 path_point);
public:
virtual void enter_state() override;
virtual void process(double delta) override;
virtual String get_next_state() const override;
private:
int path_point{ 0 };
PatrolPath *path{ nullptr };
};
class WretchedChaseState : public WretchedState {
GDCLASS(WretchedChaseState, WretchedState);
static void _bind_methods() {}
public:
virtual void enter_state() override;
virtual void process(double delta) override;
virtual String get_next_state() const override;
};
class WretchedAttackState : public WretchedState {
GDCLASS(WretchedAttackState, WretchedState);
static void _bind_methods() {}
public:
virtual String get_next_state() const override;
};
#endif // !ENEMY_WRETCHED_H