Files
MovementTests/scenes/enemies/FirstEnemy.cs
2026-01-17 11:02:17 +01:00

59 lines
1.4 KiB
C#

using Godot;
using System;
using Movementtests.interfaces;
[GlobalClass]
public partial class FirstEnemy : CharacterBody3D, IDamageable, IKillable, IKnockbackable, IDamageMaker
{
[Export]
public Node3D Target { get; set; }
[Export]
public EnemyInitInputs Inputs;
[Export]
public RDamage GetDamageDealt { get; set; }
private RayCast3D _wallInFrontRayCast;
private Area3D _damageBox;
public override void _Ready()
{
_wallInFrontRayCast = GetNode<RayCast3D>("WallInFrontRayCast");
_damageBox = GetNode<Area3D>("DamageBox");
_damageBox.BodyEntered += OnDamageBoxTriggered;
}
public override void _PhysicsProcess(double delta)
{
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 void TakeDamage(RDamage damage)
{
GD.Print("Emotional daaamaaage!", damage.DamageDealt);
}
}