SupaLidlGame/Characters/Character.cs

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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Items;
using SupaLidlGame.Utils;
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using SupaLidlGame.State.Character;
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namespace SupaLidlGame.Characters;
public partial class Character : CharacterBody2D, IFaction
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{
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[Export]
public float Speed { get; protected set; } = 32.0f;
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[Export]
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public float Friction { get; protected set; } = 4.0f;
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[Export]
public float Mass
{
get => _mass;
set
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{
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if (value > 0)
_mass = value;
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}
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}
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[Export]
public CharacterStats Stats { get; protected set; }
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[Signal]
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public delegate void HealthChangedEventHandler(Events.HealthChangedArgs args);
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[Signal]
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public delegate void HurtEventHandler(Events.HurtArgs args);
[Signal]
public delegate void DeathEventHandler(Events.HurtArgs args);
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protected float _mass = 1.0f;
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public Vector2 NetImpulse { get; set; } = Vector2.Zero;
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public Vector2 Direction { get; set; } = Vector2.Zero;
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public Vector2 Target { get; set; } = Vector2.Zero;
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[Export]
public Texture2D HandTexture { get; set; }
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[Export]
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public virtual float Health
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{
get => _health;
set
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{
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if (!IsAlive && value < 0)
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{
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return;
}
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var args = new Events.HealthChangedArgs
{
OldHealth = _health,
NewHealth = value,
};
EmitSignal(SignalName.HealthChanged, args);
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_health = value;
if (_health <= 0)
{
Die();
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}
}
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}
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public bool IsAlive => Health > 0;
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protected float _health = 100f;
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public double StunTime { get; set; }
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[Export]
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public Sprite2D Sprite { get; set; }
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[Export]
public Inventory Inventory { get; set; }
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[Export]
public CharacterStateMachine StateMachine { get; set; }
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[Export]
public BoundingBoxes.Hurtbox Hurtbox { get; set; }
[Export(PropertyHint.Flags)]
public FactionName Faction { get; set; }
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public AnimationPlayer MovementAnimation { get; set; }
public AnimationPlayer HurtAnimation { get; set; }
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public AnimationPlayer StunAnimation { get; set; }
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public AnimationPlayer AttackAnimation { get; set; }
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private UI.DamageText _curDamageText;
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public override void _Ready()
{
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MovementAnimation = GetNode<AnimationPlayer>("Animations/Movement");
HurtAnimation = GetNode<AnimationPlayer>("Animations/Hurt");
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StunAnimation = GetNode<AnimationPlayer>("Animations/Stun");
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AttackAnimation = GetNode<AnimationPlayer>("Animations/Attack");
if (Stats is not null)
{
Stats.Stagger += (double time, float staggerDamage) =>
{
Stun(time);
};
}
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Hurtbox.ReceivedDamage += OnReceivedDamage;
}
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public override void _Process(double delta)
{
if (StunTime > 0)
{
StunTime -= delta;
}
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if (StateMachine != null)
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{
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StateMachine.Process(delta);
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}
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if (StunTime > 0 && !StunAnimation.IsPlaying())
{
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StunAnimation.TryPlayAny("stun", "npc_stun/stun");
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}
else if (StunTime < 0 && StunAnimation.IsPlaying())
{
StunAnimation.Stop();
}
if (Target.X < 0)
{
Sprite.FlipH = true;
}
else if (Target.X > 0)
{
Sprite.FlipH = false;
}
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DrawTarget();
}
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public override void _PhysicsProcess(double delta)
{
if (StateMachine != null)
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{
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StateMachine.PhysicsProcess(delta);
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}
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}
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/// <summary>
/// Modify the <c>Character</c>'s velocity
/// </summary>
public virtual void ModifyVelocity()
{
if (StunTime > 0)
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{
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//Velocity *= 0.25f;
Velocity = Vector2.Zero;
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}
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var state = StateMachine.CurrentState;
if (state is State.Character.CharacterDashState dashState)
{
Velocity *= dashState.VelocityModifier;
}
// TODO: make PlayerRollState a CharacterRollState instead
else if (state is State.Character.PlayerRollState rollState)
{
Velocity *= rollState.VelocityModifier;
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//Velocity *= rollState.VelocityModifier;
}
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}
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/// <summary>
/// Handles the <c>Character</c>'s death.
/// </summary>
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public virtual void Die()
{
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if (HurtAnimation.TryPlayAny(out var name, "death", "npc_hurt/death"))
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{
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HurtAnimation.Play(name);
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HurtAnimation.AnimationFinished += (StringName name) =>
QueueFree();
}
else
{
QueueFree();
}
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}
public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false)
{
// delta p = F delta t
if (resetVelocity)
Velocity = Vector2.Zero;
NetImpulse += impulse / Mass;
}
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/// <summary>
/// Stuns the <c>Chararacter</c> for an amount of time. If
/// <paramref name="time"/> is less than the <c>Character</c>'s current
/// stun time left, it will have no effect.
/// </summary>
public virtual void Stun(double time)
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{
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StunTime = Mathf.Max(time, StunTime);
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}
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/// <summary>
/// Draws the character so that its sprite and inventory items face the
/// character's direction.
/// </summary>
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protected virtual void DrawTarget()
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{
Vector2 target = Target;
float angle = Mathf.Atan2(target.Y, Mathf.Abs(target.X));
Vector2 scale = Inventory.Scale;
if (target.X < 0)
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{
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scale.Y = -1;
angle = Mathf.Pi - angle;
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}
else if (target.X > 0)
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{
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scale.Y = 1;
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}
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Inventory.Scale = scale;
Inventory.Rotation = angle;
}
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/// <summary>
/// Use the current item the character is using. Prefer to call this over
/// <c>Item.Use</c> as it will check if the character is stunned or alive.
/// </summary>
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public void UseCurrentItem()
{
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if (StunTime > 0 || !IsAlive)
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{
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return;
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}
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if (Inventory.SelectedItem is Weapon weapon)
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{
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weapon.Use();
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}
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}
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public void DeuseCurrentItem()
{
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.Deuse();
// TODO: DeusedItem signal, implement when needed
}
}
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public virtual void UseCurrentItemAlt()
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{
if (StunTime > 0 || !IsAlive)
{
return;
}
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.UseAlt();
}
}
public void DeuseCurrentItemAlt()
{
if (Inventory.SelectedItem is Weapon weapon)
{
weapon.DeuseAlt();
}
}
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public void LookTowardsDirection()
{
if (!Direction.IsZeroApprox())
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{
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Target = Direction;
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}
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}
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/// <summary>
/// Override this method to modify the damage the character takes.
/// </summary>
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protected virtual float ReceiveDamage(
float damage,
Character inflictor,
float knockback,
Vector2 knockbackDir = default) => damage;
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protected void CreateDamageText(float damage)
{
// create damage text
var textScene = GD.Load<PackedScene>("res://UI/DamageText.tscn");
if (_curDamageText is null || !IsInstanceValid(_curDamageText))
{
_curDamageText = textScene.Instantiate<UI.DamageText>();
this.GetWorld().CurrentMap.AddChild(_curDamageText);
}
_curDamageText.Damage += damage;
_curDamageText.Timer.Start();
_curDamageText.GlobalPosition = GlobalPosition;
_curDamageText.ShowText();
}
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/// <summary>
/// Handles the character taking damage.
/// </summary>
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protected virtual void OnReceivedDamage(
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float damage,
Character inflictor,
float knockback,
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Weapon weapon = null,
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Vector2 knockbackDir = default)
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{
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if (Health <= 0)
{
return;
}
// update stats
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float oldHealth = Health;
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damage = ReceiveDamage(damage, inflictor, knockback, knockbackDir);
Health -= damage;
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if (Stats is not null)
{
Stats.AddStaggerDamage(damage);
}
// effects
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var hurtParticles = GetNode<GpuParticles2D>("Effects/HurtParticles");
if (hurtParticles is not null)
{
hurtParticles.SetDirection(knockbackDir);
}
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CreateDamageText(damage);
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// apply knockback
ApplyImpulse(knockbackDir.Normalized() * knockback);
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// play damage animation
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if (HurtAnimation is not null && Health > 0)
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{
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HurtAnimation.Stop();
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HurtAnimation.TryPlayAny("hurt", "npc_hurt/hurt");
HurtAnimation.TryQueue("hurt_flash");
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}
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if (this.GetNode("Effects/HurtSound") is AudioStreamPlayer2D sound)
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{
// very small pitch deviation
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sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot();
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}
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Events.HurtArgs args = new Events.HurtArgs
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{
Attacker = inflictor,
OldHealth = oldHealth,
NewHealth = Health,
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Weapon = weapon,
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Damage = damage,
};
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EmitSignal(SignalName.Hurt, args);
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if (inflictor is Player)
{
EmitPlayerHitSignal(args);
}
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if (Health <= 0)
{
EmitSignal(SignalName.Death, args);
GetNode<GpuParticles2D>("DeathParticles")?
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.CloneOnWorld<GpuParticles2D>()
.EmitOneShot();
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}
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}
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/// <summary>
/// Converts a HurtArgs to HitArgs if the attacker was a player and emits
/// the <c>EventBus.PlayerHit</c> signal.
/// </summary>
private void EmitPlayerHitSignal(Events.HurtArgs args)
{
var newArgs = new Events.HitArgs
{
OldHealth = args.OldHealth,
NewHealth = args.NewHealth,
Damage = args.Damage,
Weapon = args.Weapon,
Victim = this,
};
var bus = Events.EventBus.Instance;
bus.EmitSignal(Events.EventBus.SignalName.PlayerHit, newArgs);
}
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/// <summary>
/// Plays a footstep sound. This should be called through an
/// <c>AnimationPlayer</c> to sync sounds with animations.
/// </summary>
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public virtual void Footstep()
{
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if (GetNode("Effects/Footstep") is AudioStreamPlayer2D player)
{
player.Play();
}
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}
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/// <summary>
/// Returns whether the <c>Character</c> has line of sight with
/// <paramref name="character"/>.
/// </summary>
/// <param name="character">The character to check for LOS</param>
/// <param name="excludeClip">
/// Determines whether the raycast should pass through world clips (physics
/// layer 5)
/// </param>
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public bool HasLineOfSight(Character character, bool excludeClip = false)
{
var exclude = new Godot.Collections.Array<Godot.Rid>();
exclude.Add(GetRid());
var rayParams = new PhysicsRayQueryParameters2D
{
Exclude = exclude,
From = GlobalPosition,
To = character.GlobalPosition,
//CollisionMask = 1 + (uint)(excludeClip ? 0 : 16),
CollisionMask = 1,
};
var spaceState = GetWorld2D().DirectSpaceState;
var result = spaceState.IntersectRay(rayParams);
return result.Count == 0;
}
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}