Rework enemy behavior (still in progress but shouldn't crash)
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24
Zennysoft.Game.Ma/src/enemy/EnemyModelView.cs
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24
Zennysoft.Game.Ma/src/enemy/EnemyModelView.cs
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public abstract partial class EnemyModelView : Node3D, IEnemyModelView
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{
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public override void _Notification(int what) => this.Notify(what);
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public virtual void PlayActivateAnimation() => throw new System.NotImplementedException();
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public virtual void PlayDeathAnimation() => throw new System.NotImplementedException();
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public virtual void PlayHitAnimation() => throw new System.NotImplementedException();
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public virtual void PlayIdleAnimation() => throw new System.NotImplementedException();
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public virtual void PlayPrimaryAttackAnimation() => throw new System.NotImplementedException();
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public virtual void PlayPrimarySkillAnimation() => throw new System.NotImplementedException();
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public virtual void PlaySecondaryAttackAnimation() => throw new System.NotImplementedException();
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public virtual void PlayWalkAnimation() => throw new System.NotImplementedException();
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[Signal]
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public delegate void HitPlayerEventHandler();
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}
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