65 lines
1.5 KiB
C++
65 lines
1.5 KiB
C++
#include "npc_unit.h"
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#include "enemy_body.h"
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#include "macros.h"
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#include "patrol_path.h"
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#include "player_detector.h"
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void NpcUnit::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
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}
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void NpcUnit::on_npc_awareness_changed(bool value) {
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if (value) {
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this->aware_of_player = true;
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}
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}
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void NpcUnit::child_added(Node *node) {
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if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
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this->npcs.push_back(npc);
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npc->set_unit(this);
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Vector3 const offset{ npc->get_global_position() - get_global_position() };
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npc->set_unit_offset({ offset.x, offset.z });
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if (PlayerDetector * detector{ cast_to<PlayerDetector>(npc->get_node(NodePath("%PlayerDetector"))) }) {
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detector->connect(PlayerDetector::sig_awareness_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
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}
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}
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}
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void NpcUnit::enter_tree() {
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this->connect("child_entered_tree", callable_mp(this, &self_type::child_added));
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}
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void NpcUnit::_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_ENTER_TREE:
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enter_tree();
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return;
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}
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}
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void NpcUnit::set_patrol_path(PatrolPath *path) {
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this->patrol_path = path;
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}
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PatrolPath *NpcUnit::get_patrol_path() const {
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return this->patrol_path;
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}
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bool NpcUnit::is_aware_of_player() const {
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return this->aware_of_player;
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}
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void NpcUnit::set_patrol_speed(float speed) {
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this->patrol_speed = speed;
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}
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float NpcUnit::get_patrol_speed() const {
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return this->patrol_speed;
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}
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