Big fix patch for enemy behaviors

This commit is contained in:
2025-10-29 00:35:15 -07:00
parent 1a77695155
commit 21d8c4770d
57 changed files with 904 additions and 1373 deletions

View File

@@ -10,24 +10,24 @@ public abstract partial class EnemyModelView : Node3D, IEnemyModelView
{
public override void _Notification(int what) => this.Notify(what);
private readonly string _idleName = "Idle";
private readonly string _walkingName = "Walking";
private readonly string _stopWalkName = "Stop Walk";
private readonly string _primaryAttackName = "Primary Attack";
private readonly string _secondaryAttackName = "Secondary Attack";
private readonly string _primarySkillName = "Primary Skill";
private readonly string _activateName = "Activate";
private readonly string _activateFront = "activate";
private readonly string _activateLeft = "activate_left";
private readonly string _activateRight = "activate_right";
private readonly string _activateBack = "activate_back";
private readonly string _parametersPlayback = "parameters/playback";
protected readonly string _idleName = "Idle";
protected readonly string _walkingName = "Walking";
protected readonly string _stopWalkName = "Stop Walk";
protected readonly string _primaryAttackName = "Primary Attack";
protected readonly string _secondaryAttackName = "Secondary Attack";
protected readonly string _primarySkillName = "Primary Skill";
protected readonly string _activateName = "Activate";
protected readonly string _activateFront = "activate";
protected readonly string _activateLeft = "activate_left";
protected readonly string _activateRight = "activate_right";
protected readonly string _activateBack = "activate_back";
protected readonly string _parametersPlayback = "parameters/playback";
[Node] public AnimationTree AnimationTree { get; set; } = default!;
[Export] public AttackDataResource AttackData { get; set; }
private AnimationNodeStateMachinePlayback _stateMachine;
protected AnimationNodeStateMachinePlayback _stateMachine;
public event EventHandler HitPlayer;
@@ -44,19 +44,19 @@ public abstract partial class EnemyModelView : Node3D, IEnemyModelView
AnimationTree.AnimationFinished += AnimationTree_AnimationFinished;
}
public virtual void PlayPrimaryAttackAnimation() => _stateMachine.Travel(_primaryAttackName);
public virtual void PlayPrimaryAttackAnimation() => _stateMachine.Travel(_primaryAttackName, false);
public virtual void PlaySecondaryAttackAnimation() => _stateMachine.Travel(_secondaryAttackName);
public virtual void PlaySecondaryAttackAnimation() => _stateMachine.Travel(_secondaryAttackName, false);
public virtual void PlayPrimarySkillAnimation() => _stateMachine.Travel(_primarySkillName);
public virtual void PlayPrimarySkillAnimation() => _stateMachine.Travel(_primarySkillName, false);
public virtual void PlayIdleAnimation() => _stateMachine.Travel(_idleName);
public virtual void PlayIdleAnimation() => _stateMachine.Travel(_idleName, false);
public virtual void PlayWalkAnimation() => _stateMachine.Travel(_walkingName);
public virtual void PlayWalkAnimation() => _stateMachine.Travel(_walkingName, false);
public virtual void PlayStopWalkAnimation() => _stateMachine.Travel(_stopWalkName);
public virtual void PlayStopWalkAnimation() => _stateMachine.Travel(_stopWalkName, false);
public virtual void PlayActivateAnimation() => _stateMachine.Travel(_activateName);
public virtual void PlayActivateAnimation() => _stateMachine.Travel(_activateName, false);
public virtual void PlayDeathAnimation() => throw new System.NotImplementedException();
@@ -64,7 +64,7 @@ public abstract partial class EnemyModelView : Node3D, IEnemyModelView
protected virtual void OnPlayerHit(AttackEventArgs arg) => HitPlayer?.Invoke(this, arg);
private void AnimationTree_AnimationFinished(StringName animName)
protected void AnimationTree_AnimationFinished(StringName animName)
{
if (animName == _activateFront || animName == _activateLeft || animName == _activateRight || animName == _activateBack)
ActivationFinished?.Invoke(this, EventArgs.Empty);