using Godot; using SupaLidlGame.Extensions; using SupaLidlGame.BoundingBoxes; namespace SupaLidlGame.Characters; public partial class Doc : Boss { public AnimationPlayer TelegraphAnimation { get; set; } public AnimationPlayer MiscAnimation { get; set; } [Export] public Items.Weapons.Sword Lance { get; set; } [Export] public override bool IsActive { get => base.IsActive; set { // if player not alive or doesn't exist then don't activate if (!this.GetWorld()?.CurrentPlayer?.IsAlive ?? true) { if (value) { return; } } base.IsActive = value; var introState = BossStateMachine .GetNode("Intro"); BossStateMachine.ChangeState(introState); if (IsActive) { var trig = GetNode("InteractionTrigger"); var coll = trig.GetNode("CollisionShape2D"); coll.Disabled = true; } } } public override float Health { get => base.Health; set { if (IsActive) { base.Health = value; } else { // play opening animation // then become active when it finishes base.Health = value; } } } public override int Intensity { get { switch (Health) { case < 300: return 3; case < 600: return 2; default: return 1; } } } public Doc() { ShouldMove = false; } public override void _Ready() { TelegraphAnimation = GetNode("Animations/Telegraph"); MiscAnimation = GetNode("Animations/Misc"); base._Ready(); var dialog = GD.Load("res://Assets/Dialogue/doc.dialogue"); GetNode("InteractionTrigger") .Interaction += () => { //DialogueManager.ShowExampleDialogueBalloon(dialog, "duel"); this.GetWorld().DialogueBalloon .Start(dialog, "duel"); //.Call("start", dialog, "duel"); }; GetNode("/root/GlobalState") .SummonBoss += (string name) => { if (name == "Doc") { IsActive = true; Inventory.SelectedItem = Lance; } }; CanAttack = false; // when we are hurt, start the boss fight Hurt += (Events.HurtArgs args) => { if (this.GetWorld().CurrentPlayer.IsAlive && !IsActive) { IsActive = true; Inventory.SelectedItem = Lance; } }; } public override void _Process(double delta) { if (IsActive) { BossStateMachine.Process(delta); } base._Process(delta); } }