wave-survival/modules/wave_survival/enemy_body.h

102 lines
2.5 KiB
C++

#ifndef ENEMY_BODY_H
#define ENEMY_BODY_H
#include "scene/3d/navigation/navigation_agent_3d.h"
#include "scene/3d/physics/character_body_3d.h"
#include "wave_survival/health_status.h"
#include "wave_survival/state.h"
#include "wave_survival/state_machine.h"
class NpcUnit;
class AnimationPlayer;
class PatrolPath;
class PlayerDetector;
class EnemyBody : public CharacterBody3D {
GDCLASS(EnemyBody, CharacterBody3D);
static void _bind_methods();
void on_child_added(Node *node);
void ready();
void physics_process(double delta);
protected:
void _notification(int what);
public:
void set_max_speed(float speed);
float get_max_speed() const;
void set_movement_direction(Vector2 direction);
void set_unit(NpcUnit *unit);
NpcUnit *get_unit() const;
HealthStatus *get_health() const;
NavigationAgent3D *get_nav() const;
AnimationPlayer *get_anim() const;
StateMachine *get_fsm() const;
PlayerDetector *get_detector() const;
void set_movement_speed(float value);
float get_movement_speed() const;
void set_unit_offset(Vector2 offset);
Vector2 get_unit_offset() const;
Vector3 get_unit_offset_3d() const;
private:
float max_speed{ 4.f };
float movement_speed{ 1.f };
Vector2 movement_direction{ 0, 0 };
StateMachine *fsm{ nullptr };
NpcUnit *unit{ nullptr };
HealthStatus *health{ nullptr };
NavigationAgent3D *nav{ nullptr };
AnimationPlayer *anim{ nullptr };
PlayerDetector *detector{ nullptr };
Vector2 unit_offset{ 0, 0 };
};
/* ============================== STATES ============================== */
class EnemyState : public State {
GDCLASS(EnemyState, State);
static void _bind_methods() {}
public:
void set_target(Node *node) override;
NpcUnit *get_unit() const;
NavigationAgent3D *get_nav() const;
AnimationPlayer *get_anim() const;
EnemyBody *get_body() const;
private:
EnemyBody *body{ nullptr };
};
class EnemyPatrolState : public EnemyState {
GDCLASS(EnemyPatrolState, EnemyState);
static void _bind_methods() {}
void set_patrol_target(Vector3 path_point);
void on_velocity_calculated(Vector3 direction);
public:
virtual void enter_state() override;
virtual void process(double delta) override;
virtual void exit_state() override;
private:
int path_point{ 0 };
PatrolPath *path{ nullptr };
Callable mp_on_velocity_calculated{ callable_mp(this, &self_type::on_velocity_calculated) };
};
class EnemyChaseState : public EnemyState {
GDCLASS(EnemyChaseState, EnemyState);
static void _bind_methods() {}
public:
virtual void enter_state() override;
virtual void process(double delta) override;
};
#endif // !ENEMY_BODY_H