removing broken ABC and refactoring enemy movement
This commit is contained in:
79
scenes/enemies/Enemy.cs
Normal file
79
scenes/enemies/Enemy.cs
Normal file
@@ -0,0 +1,79 @@
|
||||
using Godot;
|
||||
using Movementtests.interfaces;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class Enemy : CharacterBody3D, IDamageable, IDamageMaker, IHealthable, IKillable
|
||||
{
|
||||
[Export]
|
||||
public Node3D Target { get; set; }
|
||||
|
||||
[Export]
|
||||
public RDamage GetDamageDealt { get; set; }
|
||||
|
||||
[Export]
|
||||
public CHealth CHealth { get; set; }
|
||||
|
||||
[Export]
|
||||
public CDamageable CDamage { get; set; }
|
||||
|
||||
[Export]
|
||||
public Node CMovement { get; set; }
|
||||
|
||||
[Export]
|
||||
public RDeathEffect[] DeathEffects { get; set; }
|
||||
|
||||
private Area3D _damageBox;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_damageBox = GetNode<Area3D>("DamageBox");
|
||||
|
||||
_damageBox.BodyEntered += OnDamageBoxTriggered;
|
||||
CDamage.DamageTaken += ReduceHealth;
|
||||
CHealth.Dead += Kill;
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
var targetPlanar = new Vector3(Target.GlobalPosition.X, GlobalPosition.Y, Target.GlobalPosition.Z);
|
||||
LookAt(targetPlanar);
|
||||
|
||||
if (CMovement is not IMoveable movement) return;
|
||||
|
||||
var inputs = new MovementInputs(
|
||||
Velocity: Velocity,
|
||||
TargetLocation: Target.GlobalPosition,
|
||||
isOnFloor: IsOnFloor(),
|
||||
gravity: GetGravity(),
|
||||
delta: delta
|
||||
);
|
||||
Velocity = movement!.ComputeVelocity(inputs);
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
public void OnDamageBoxTriggered(Node3D body)
|
||||
{
|
||||
GD.Print("Take this!");
|
||||
if(body is IDamageable damageable) damageable.TakeDamage(GetDamageDealt);
|
||||
}
|
||||
|
||||
public float TakeDamage(RDamage damage)
|
||||
{
|
||||
GD.Print("Ouch!");
|
||||
return CDamage.TakeDamage(damage);
|
||||
}
|
||||
|
||||
public void ReduceHealth(float amount)
|
||||
{
|
||||
CHealth.ReduceHealth(amount);
|
||||
}
|
||||
|
||||
public void Kill()
|
||||
{
|
||||
foreach (var killable in DeathEffects.ToIKillables())
|
||||
{
|
||||
killable.Kill();
|
||||
}
|
||||
QueueFree();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user