81 lines
2.2 KiB
C#
81 lines
2.2 KiB
C#
using Godot;
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using GodotUtilities;
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using SupaLidlGame.Entities;
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namespace SupaLidlGame.State.NPC.Doc;
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public partial class DocShungiteDartState : DocAttackState
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{
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[Export]
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public override double Duration { get; set; }
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[Export]
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public override double AttackDuration { get; set; }
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[Export]
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public override PackedScene Projectile { get; set; }
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[Export]
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public override DocChooseAttackState ChooseAttackState { get; set; }
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[Export]
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public Characters.Doc Doc { get; set; }
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public override NPCState Enter(IState<NPCState> nextState)
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{
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return base.Enter(nextState);
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}
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protected virtual Projectile SpawnProjectile(
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Vector2 position,
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Vector2 direction)
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{
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var projectile = _map.SpawnEntity<Projectile>(Projectile);
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projectile.Hitbox.Faction = NPC.Faction;
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projectile.GlobalPosition = position;
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projectile.Direction = direction;
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projectile.GlobalRotation = direction.Angle();
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projectile.Delay = 1.0 / Doc.Intensity;
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return projectile;
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}
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protected override void Attack()
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{
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var player = NPC.FindBestTarget();
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if (player is null)
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{
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return;
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}
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var playerPos = player.GlobalPosition;
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// global position is (from npc to player) * 2 = (2 * npc) - player
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//projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
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Vector2 position1 = 3 * NPC.GlobalPosition - 2 * playerPos;
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Vector2 position2 = 3 * playerPos - 2 * NPC.GlobalPosition;
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Vector2 direction1 = position1.DirectionTo(playerPos);
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Vector2 direction2 = -direction1;
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SpawnProjectile(position1, direction1);
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SpawnProjectile(position2, direction2);
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_currentAttackDuration = AttackDuration / Doc.Intensity;
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}
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public override NPCState Process(double delta)
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{
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if (Doc.StunTime > 0)
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{
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return null;
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}
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if ((_currentDuration -= delta) <= 0 || Doc.Intensity > 2)
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{
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return ChooseAttackState;
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}
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if ((_currentAttackDuration -= delta) <= 0)
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{
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Attack();
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}
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return null;
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}
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}
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