2023-07-22 20:23:48 -07:00
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using Godot;
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2023-07-23 11:05:01 -07:00
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using GodotUtilities;
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2023-07-22 20:23:48 -07:00
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namespace SupaLidlGame.Characters;
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public abstract partial class Boss : Enemy
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{
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[Export]
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public State.NPC.NPCStateMachine BossStateMachine { get; set; }
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2023-07-23 11:05:01 -07:00
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[Export]
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public string BossName { get; set; }
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2023-07-23 23:39:20 -07:00
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[Export]
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public AudioStream Music { get; set; }
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2023-07-22 20:23:48 -07:00
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public abstract int Intensity { get; }
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2023-07-23 11:05:01 -07:00
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private bool _isActive;
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2023-07-22 20:23:48 -07:00
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[Export]
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2023-07-25 03:47:31 -07:00
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public virtual bool IsActive
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2023-07-23 11:05:01 -07:00
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{
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get => _isActive;
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set
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{
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_isActive = value;
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// register or deregister ourselves when we are active/inactive
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this.GetAncestor<Utils.World>()
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.RegisterBoss(_isActive ? this : null);
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}
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}
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2023-07-24 21:29:14 -07:00
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public override void _Ready()
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{
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base._Ready();
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2023-08-01 23:49:48 -07:00
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Death += (Events.HealthChangedArgs args) =>
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{
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UpdateBossStatus(true);
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};
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}
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protected void UpdateBossStatus(bool status)
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{
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GetNode<State.Global.GlobalState>("/root/GlobalState")
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.Progression.BossStatus[SceneFilePath] = status;
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2023-07-24 21:29:14 -07:00
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}
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2023-07-22 20:23:48 -07:00
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}
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