SupaLidlGame/Characters/Boss.cs

86 lines
1.9 KiB
C#

using Godot;
using SupaLidlGame.Extensions;
namespace SupaLidlGame.Characters;
public abstract partial class Boss : Enemy
{
[Export]
public State.NPC.NPCStateMachine BossStateMachine { get; set; }
[Export]
public string BossName { get; set; }
[Export]
public AudioStream Music { get; set; }
[Export]
public Vector2 InitialPosition { get; set; }
public abstract int Intensity { get; }
private bool _isActive;
private Events.EventBus _eventBus;
[Export]
public virtual bool IsActive
{
get => _isActive;
set
{
_isActive = value;
// register or deregister ourselves when we are active/inactive
_eventBus.EmitSignal(
Events.EventBus.SignalName.RegisteredBoss,
_isActive ? this : null
);
}
}
[Export]
public float MaxHealth { get; set; }
public override void _Ready()
{
base._Ready();
Death += (Events.HurtArgs args) =>
{
UpdateBossStatus(true);
};
this.GetWorld().CurrentPlayer.Death += (args) =>
{
IsActive = false;
};
_eventBus = this.GetEventBus();
}
protected void UpdateBossStatus(bool status)
{
GetNode<State.Global.GlobalState>("/root/GlobalState")
.Progression.BossStatus[SceneFilePath] = status;
}
protected virtual void Reset()
{
// reset animations
foreach (var child in GetNode("Animations").GetChildren())
{
if (child is AnimationPlayer anim)
{
if (anim.HasAnimation("RESET"))
{
anim.Play("RESET");
}
}
}
StateMachine.ChangeState(StateMachine.InitialState);
ThinkerStateMachine.ChangeState(ThinkerStateMachine.InitialState);
Health = MaxHealth;
}
}