SupaLidlGame/Characters/Doc.cs

135 lines
3.2 KiB
C#

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<State.NPC.Doc.DocIntroState>("Intro");
BossStateMachine.ChangeState(introState);
if (IsActive)
{
var trig = GetNode<InteractionTrigger>("InteractionTrigger");
var coll = trig.GetNode<CollisionShape2D>("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<AnimationPlayer>("Animations/Telegraph");
MiscAnimation = GetNode<AnimationPlayer>("Animations/Misc");
base._Ready();
var dialog = GD.Load<Resource>("res://Assets/Dialogue/doc.dialogue");
GetNode<BoundingBoxes.InteractionTrigger>("InteractionTrigger")
.Interaction += () =>
{
//DialogueManager.ShowExampleDialogueBalloon(dialog, "duel");
this.GetWorld().DialogueBalloon
.Start(dialog, "duel");
//.Call("start", dialog, "duel");
};
GetNode<State.Global.GlobalState>("/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);
}
}