Files
MovementTests/scenes/enemies/Enemy.cs
Minimata 65538495c4
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spawning
2026-01-17 23:18:06 +01:00

112 lines
2.6 KiB
C#

using System;
using Godot;
using Movementtests.interfaces;
[GlobalClass]
public partial class Enemy : CharacterBody3D, IDamageable, IDamageMaker, IHealthable, IKillable, IMoveable
{
public event Action<IDamageable, float> DamageTaken;
public event Action<IHealthable, float> HealthChanged;
public event Action<IHealthable> HealthDepleted;
[Export]
public Node3D Target { get; set; }
[Export]
public Node CHealth { get; set; }
[Export]
public RHealth RHealth { get; set; }
public float CurrentHealth { get; set; }
[Export]
public Node CDamage { get; set; }
[Export]
public RDamage RDamage { get; set; }
[Export]
public Node CMovement { get; set; }
[Export]
public RMovement RMovement { get; set; }
[Export]
public RDeathEffect[] DeathEffects { get; set; }
private Area3D _damageBox;
public override void _Ready()
{
_damageBox = GetNode<Area3D>("DamageBox");
_damageBox.BodyEntered += OnDamageBoxTriggered;
if (CDamage is IDamageable damageable) damageable.DamageTaken += ReduceHealth;
if (CHealth is IHealthable healthable) healthable.HealthDepleted += Kill;
}
public void Setup()
{
if (CMovement is IMoveable moveable && RMovement != null) moveable.RMovement = RMovement;
if (CHealth is IHealthable healthable && RHealth != null)
{
healthable.RHealth = RHealth;
healthable.CurrentHealth = RHealth.StartingHealth;
}
}
public override void _PhysicsProcess(double delta)
{
var targetPlanar = new Vector3(Target.GlobalPosition.X, GlobalPosition.Y, Target.GlobalPosition.Z);
LookAt(targetPlanar);
var inputs = new MovementInputs(
Velocity: Velocity,
TargetLocation: Target.GlobalPosition,
isOnFloor: IsOnFloor(),
gravity: GetGravity(),
delta: delta
);
Velocity = ComputeVelocity(inputs);
MoveAndSlide();
}
public Vector3 ComputeVelocity(MovementInputs inputs)
{
if (CMovement is not IMoveable movement) return Vector3.Zero;
return movement!.ComputeVelocity(inputs);
}
public void OnDamageBoxTriggered(Node3D body)
{
GD.Print("Take this!");
if (body is not IDamageable damageable) return;
damageable.TakeDamage(RDamage);
}
public float TakeDamage(RDamage damage)
{
GD.Print("Ouch!");
if (CDamage is not IDamageable damageable) return 0;
var finalDamage = damageable.TakeDamage(damage);
DamageTaken?.Invoke(this, damage.DamageDealt);
return finalDamage;
}
public void ReduceHealth(IDamageable source, float amount)
{
if (CHealth is not IHealthable healthable) return;
healthable.ReduceHealth(source, amount);
}
public void Kill(IHealthable source)
{
foreach (var killable in DeathEffects.ToIKillables())
{
killable.Kill(source);
}
QueueFree();
}
}