SupaLidlGame/State/NPC/Doc/DocShungiteDartState.cs

96 lines
2.5 KiB
C#
Raw Normal View History

using Godot;
using GodotUtilities;
using SupaLidlGame.Entities;
namespace SupaLidlGame.State.NPC.Doc;
public partial class DocShungiteDartState : DocAttackState
{
protected Scenes.Map _map;
protected Utils.World _world;
protected double _currentDuration = 0;
protected double _currentAttackDuration = 0;
[Export]
public override double Duration { get; set; }
[Export]
public override double AttackDuration { get; set; }
[Export]
public override PackedScene Projectile { get; set; }
[Export]
public override DocExitState ExitState { get; set; }
private float _intensity = 1;
public override NPCState Enter(IState<NPCState> previousState)
{
_map = this.GetAncestor<Scenes.Map>();
_world = this.GetAncestor<Utils.World>();
_currentDuration = Duration;
_currentAttackDuration = AttackDuration;
return null;
}
public override void Exit(IState<NPCState> nextState)
{
}
protected virtual Projectile SpawnProjectile(
Vector2 position,
Vector2 direction)
{
var projectile = _map.SpawnEntity<Projectile>(Projectile);
projectile.Hitbox.Faction = NPC.Faction;
// global position is (from npc to player) * 2 = (2 * npc) - player
//projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
projectile.GlobalPosition = position;
projectile.Direction = direction;
projectile.GlobalRotation = direction.Angle();
projectile.Delay = 1 / _intensity;
return projectile;
}
protected override void Attack()
{
var player = _world.CurrentPlayer;
var playerPos = player.GlobalPosition;
Vector2 position1 = 2 * NPC.GlobalPosition - playerPos;
Vector2 position2 = 2 * playerPos - NPC.GlobalPosition;
Vector2 direction1 = position1.DirectionTo(playerPos);
Vector2 direction2 = -direction1;
SpawnProjectile(position1, direction1);
SpawnProjectile(position2, direction2);
_currentAttackDuration = AttackDuration / _intensity;
}
public override NPCState Process(double delta)
{
if ((_currentDuration -= delta) <= 0)
{
return ExitState;
}
if (NPC.Health < 500)
{
_intensity = 2;
}
if (NPC.Health < 250)
{
_intensity = 3;
}
if ((_currentAttackDuration -= delta) <= 0)
{
Attack();
}
return null;
}
}