117 lines
2.8 KiB
C#
117 lines
2.8 KiB
C#
using Godot;
|
|
using System;
|
|
using Movementtests.interfaces;
|
|
|
|
[GlobalClass]
|
|
public partial class FlyingEnemy : CharacterBody3D, IDamageable, IHealthable, IKnockbackable, IDamageMaker
|
|
{
|
|
[Export]
|
|
public Node3D Target { get; set; }
|
|
|
|
[Export]
|
|
public FlyingEnemyInputs Inputs { get; set; }
|
|
|
|
[Export]
|
|
public RDamage GetDamageDealt { get; set; }
|
|
|
|
[Export]
|
|
public CHealth CHealth { get; set; }
|
|
[Export]
|
|
public CDamageable CDamage { get; set; }
|
|
|
|
[Export]
|
|
public RDeathEffect[] DeathEffects { get; set; }
|
|
|
|
private RayCast3D _groundDistanceRaycast;
|
|
private Area3D _damageBox;
|
|
|
|
private bool _movingToDesiredHeight = true;
|
|
private Vector3 _randomDirection;
|
|
|
|
public override void _Ready()
|
|
{
|
|
_groundDistanceRaycast = GetNode<RayCast3D>("GroundDistance");
|
|
_groundDistanceRaycast.TargetPosition = new Vector3(0, 0, 0);
|
|
|
|
_damageBox = GetNode<Area3D>("DamageBox");
|
|
_damageBox.BodyEntered += OnDamageBoxTriggered;
|
|
|
|
_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
|
|
|
|
CDamage.DamageTaken += ReduceHealth;
|
|
CHealth.Dead += Kill;
|
|
}
|
|
|
|
public override void _PhysicsProcess(double delta)
|
|
{
|
|
var spaceState = GetWorld3D().DirectSpaceState;
|
|
var target = Target.GlobalPosition;
|
|
var direction = (target - GlobalPosition).Normalized();
|
|
Vector3 velocity = Velocity;
|
|
|
|
LookAt(target);
|
|
|
|
// Check if we have a direct line of sight to the player
|
|
if (!_movingToDesiredHeight)
|
|
{
|
|
velocity = direction * Inputs.Speed;
|
|
|
|
var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, _groundDistanceRaycast.CollisionMask);
|
|
var result = spaceState.IntersectRay(query);
|
|
if (result.Count > 0)
|
|
{
|
|
_movingToDesiredHeight = true;
|
|
_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
velocity = _randomDirection * Inputs.Speed;
|
|
|
|
var groundQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition, GlobalPosition+Vector3.Down*Inputs.TargetHeight, _groundDistanceRaycast.CollisionMask);
|
|
var groundResult = spaceState.IntersectRay(groundQuery);
|
|
if (groundResult.Count == 0)
|
|
{
|
|
velocity.Y = 0;
|
|
|
|
var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, _groundDistanceRaycast.CollisionMask);
|
|
var result = spaceState.IntersectRay(query);
|
|
if (result.Count == 0)
|
|
{
|
|
_movingToDesiredHeight = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
Velocity = velocity;
|
|
MoveAndSlide();
|
|
}
|
|
|
|
public void OnDamageBoxTriggered(Node3D body)
|
|
{
|
|
if(body is IDamageable damageable) damageable.TakeDamage(GetDamageDealt);
|
|
}
|
|
|
|
public event Action<float> DamageTaken;
|
|
|
|
|
|
public float TakeDamage(RDamage damage)
|
|
{
|
|
return CDamage.TakeDamage(damage);
|
|
}
|
|
|
|
public void ReduceHealth(float amount)
|
|
{
|
|
CHealth.ReduceHealth(amount);
|
|
}
|
|
|
|
public void Kill()
|
|
{
|
|
foreach (var killable in DeathEffects.ToIKillables())
|
|
{
|
|
killable.Kill();
|
|
}
|
|
QueueFree();
|
|
}
|
|
}
|