101 lines
2.1 KiB
C#
101 lines
2.1 KiB
C#
using Godot;
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using GodotUtilities;
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namespace SupaLidlGame.Characters;
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public partial class Doc : Boss
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{
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public AnimationPlayer TelegraphAnimation { get; set; }
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public override float Health
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{
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get => base.Health;
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set
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{
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if (IsActive)
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{
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base.Health = value;
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}
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else
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{
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// play opening animation
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// then become active when it finishes
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base.Health = value;
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}
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}
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}
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public override int Intensity
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{
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get
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{
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switch (Health)
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{
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case < 250:
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return 3;
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case < 500:
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return 2;
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default:
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return 1;
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}
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}
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}
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public Doc()
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{
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ShouldMove = false;
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}
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public override void _Ready()
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{
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TelegraphAnimation = GetNode<AnimationPlayer>("Animations/Telegraph");
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base._Ready();
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// when we are hurt, start the boss fight
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Hurt += (Events.HealthChangedArgs args) =>
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{
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if (!IsActive)
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{
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IsActive = true;
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Inventory.SelectedItem = Inventory.Items[0];
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}
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};
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}
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public override void _Process(double delta)
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{
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if (IsActive)
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{
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BossStateMachine.Process(delta);
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}
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base._Process(delta);
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}
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protected override float ReceiveDamage(
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float damage,
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Character inflictor,
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float knockback,
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Vector2 knockbackDir = default)
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{
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if (IsActive)
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{
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return base.ReceiveDamage(
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damage, inflictor, knockback, knockbackDir);
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}
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return 1;
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}
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public override void OnReceivedDamage(
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float damage,
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Character inflictor,
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float knockback,
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Vector2 knockbackDir = default)
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{
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GetNode<GpuParticles2D>("Effects/HurtParticles")
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.SetDirection(knockbackDir);
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base.OnReceivedDamage(damage, inflictor, knockback, knockbackDir);
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}
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}
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