Fix collision with player
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@@ -10,10 +10,18 @@ public partial class GodCircuit : Node3D
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private void OnHit(Node3D node)
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{
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GD.Print("Hit");
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_animationPlayer.Play("OnHit");
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var hpComponent = GetNode<HealthPoints>("HP Component");
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hpComponent.TakeDamage(800000);
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EmitSignal(SignalName.OnEnemyBossHit, hpComponent.CurrentHP);
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if (node is Character character && character.HasMethod(Character.MethodName.OnHit))
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{
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GD.Print("Player hit: " + character.Name);
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character.Call(Character.MethodName.OnHit, node);
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}
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else
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{
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GD.Print("Hit");
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_animationPlayer.Play("OnHit");
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var hpComponent = GetNode<HealthPoints>("HP Component");
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hpComponent.TakeDamage(800000);
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EmitSignal(SignalName.OnEnemyBossHit, hpComponent.CurrentHP);
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}
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}
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}
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@@ -5,6 +5,9 @@ public partial class MeleeEnemy : BasicEnemy
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{
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[Export]
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private float _speed = 0.4f;
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private bool _targetingPlayer = false;
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[Export]
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private double _distanceToPlayer = 3;
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public override void _PhysicsProcess(double delta)
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{
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@@ -13,8 +16,12 @@ public partial class MeleeEnemy : BasicEnemy
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{
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var convertedPlayers = players.Select(x => (Node3D)x);
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var target = convertedPlayers.OrderBy(x => Position.DistanceTo(x.Position)).FirstOrDefault();
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Position = Position.MoveToward(target.Position, _speed * (float)delta);
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LookAt(-target.Position, Vector3.Up);
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if (_targetingPlayer || Position.DistanceTo(target.Position) < _distanceToPlayer)
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{
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Position = Position.MoveToward(target.Position, _speed * (float)delta);
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LookAt(-target.Position, Vector3.Up);
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_targetingPlayer = true;
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}
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}
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}
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}
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