moving files around
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116
scenes/enemies/flying_enemy/FlyingEnemy.cs
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116
scenes/enemies/flying_enemy/FlyingEnemy.cs
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using Godot;
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using System;
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using Movementtests.interfaces;
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[GlobalClass]
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public partial class FlyingEnemy : CharacterBody3D, IDamageable, IHealthable, IKnockbackable, IDamageMaker
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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 FlyingEnemyInputs Inputs { get; set; }
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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 _groundDistanceRaycast;
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private Area3D _damageBox;
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private bool _movingToDesiredHeight = true;
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private Vector3 _randomDirection;
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public override void _Ready()
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{
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_groundDistanceRaycast = GetNode<RayCast3D>("GroundDistance");
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_groundDistanceRaycast.TargetPosition = new Vector3(0, 0, 0);
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_damageBox = GetNode<Area3D>("DamageBox");
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_damageBox.BodyEntered += OnDamageBoxTriggered;
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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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 spaceState = GetWorld3D().DirectSpaceState;
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var target = Target.GlobalPosition;
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var direction = (target - GlobalPosition).Normalized();
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Vector3 velocity = Velocity;
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LookAt(target);
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// Check if we have a direct line of sight to the player
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if (!_movingToDesiredHeight)
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{
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velocity = direction * Inputs.Speed;
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, _groundDistanceRaycast.CollisionMask);
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var result = spaceState.IntersectRay(query);
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if (result.Count > 0)
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{
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_movingToDesiredHeight = true;
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_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
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}
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}
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else
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{
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velocity = _randomDirection * Inputs.Speed;
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var groundQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition, GlobalPosition+Vector3.Down*Inputs.TargetHeight, _groundDistanceRaycast.CollisionMask);
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var groundResult = spaceState.IntersectRay(groundQuery);
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if (groundResult.Count == 0)
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{
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velocity.Y = 0;
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var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, _groundDistanceRaycast.CollisionMask);
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var result = spaceState.IntersectRay(query);
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if (result.Count == 0)
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{
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_movingToDesiredHeight = false;
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}
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}
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}
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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 event Action<float> DamageTaken;
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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 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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