SupaLidlGame/Characters/Doc.cs

101 lines
2.1 KiB
C#

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