Files
MovementTests/scenes/enemies/FirstEnemy.cs

104 lines
2.2 KiB
C#

using Godot;
using System;
using System.Linq;
using Movementtests.interfaces;
[GlobalClass]
public partial class FirstEnemy : CharacterBody3D, IDamageable, IDamageMaker, IHealthable, IKillable
{
[Export]
public Node3D Target { get; set; }
[Export]
public EnemyInitInputs Inputs;
[Export]
public RDamage GetDamageDealt { get; set; }
[Export]
public RDamageModifier[] DamageModifiers { get; set; }
[Export]
public CHealth Health { get; set; }
[Export]
public RDeathEffect[] DeathEffects { get; set; }
private RayCast3D _wallInFrontRayCast;
private Area3D _damageBox;
public override void _Ready()
{
_wallInFrontRayCast = GetNode<RayCast3D>("WallInFrontRayCast");
_damageBox = GetNode<Area3D>("DamageBox");
_damageBox.BodyEntered += OnDamageBoxTriggered;
foreach (var damageable in DamageModifiers)
damageable.DamageTaken += ReduceHealth;
Health.Dead += Kill;
}
public override void _PhysicsProcess(double delta)
{
if (Engine.IsEditorHint())
{
return;
}
var target = Target.GlobalPosition;
var direction = (target - GlobalPosition).Normalized();
var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
LookAt(targetPlane);
var velocity = Velocity;
velocity.X = direction.X * Inputs.Speed;
velocity.Z = direction.Z * Inputs.Speed;
if (_wallInFrontRayCast.IsColliding())
velocity.Y = Inputs.Speed;
else if (!IsOnFloor())
velocity += GetGravity() * (float)delta;
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)
{
var finalDamage = 0f;
foreach (var damageable in DamageModifiers.ToIDamageables())
finalDamage += damageable.TakeDamage(damage);
DamageTaken?.Invoke(finalDamage);
return finalDamage;
}
public float CurrentHealth
{
get => Health.CurrentHealth;
set => Health.CurrentHealth = value;
}
public void ReduceHealth(float amount)
{
Health.ReduceHealth(amount);
}
public void Kill()
{
foreach (var killable in DeathEffects.ToIKillables())
{
killable.Kill();
}
QueueFree();
}
}