moving files around
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90
scenes/enemies/first_enemy/FirstEnemy.cs
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90
scenes/enemies/first_enemy/FirstEnemy.cs
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using Godot;
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using System;
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using System.Linq;
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using Movementtests.interfaces;
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[GlobalClass]
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public partial class FirstEnemy : CharacterBody3D, IDamageable, IDamageMaker, IHealthable, IKillable
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{
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[Export]
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public Node3D Target { get; set; }
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[Export]
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public EnemyInitInputs Inputs;
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[Export]
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public RDamage GetDamageDealt { get; set; }
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[Export]
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public CHealth CHealth { get; set; }
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[Export]
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public CDamageable CDamage { get; set; }
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[Export]
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public RDeathEffect[] DeathEffects { get; set; }
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private RayCast3D _wallInFrontRayCast;
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private Area3D _damageBox;
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public override void _Ready()
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{
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_wallInFrontRayCast = GetNode<RayCast3D>("WallInFrontRayCast");
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_damageBox = GetNode<Area3D>("DamageBox");
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_damageBox.BodyEntered += OnDamageBoxTriggered;
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CDamage.DamageTaken += ReduceHealth;
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CHealth.Dead += Kill;
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}
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public override void _PhysicsProcess(double delta)
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{
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var target = Target.GlobalPosition;
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var direction = (target - GlobalPosition).Normalized();
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var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
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LookAt(targetPlane);
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var velocity = Velocity;
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velocity.X = direction.X * Inputs.Speed;
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velocity.Z = direction.Z * Inputs.Speed;
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if (_wallInFrontRayCast.IsColliding())
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velocity.Y = Inputs.Speed;
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else if (!IsOnFloor())
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velocity += GetGravity() * (float)delta;
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Velocity = velocity;
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MoveAndSlide();
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}
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public void OnDamageBoxTriggered(Node3D body)
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{
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if(body is IDamageable damageable) damageable.TakeDamage(GetDamageDealt);
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}
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public float TakeDamage(RDamage damage)
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{
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return CDamage.TakeDamage(damage);
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}
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public float CurrentHealth
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{
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get => CHealth.CurrentHealth;
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set => CHealth.CurrentHealth = value;
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}
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public void ReduceHealth(float amount)
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{
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CHealth.ReduceHealth(amount);
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}
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public void Kill()
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{
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foreach (var killable in DeathEffects.ToIKillables())
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{
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killable.Kill();
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}
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QueueFree();
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}
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}
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