Files
MovementTests/scenes/enemies/Enemy.cs
Minimata 7c74b8b5e5
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removing broken ABC and refactoring enemy movement
2026-01-17 19:55:51 +01:00

80 lines
1.6 KiB
C#

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