Remove detection spheres

This commit is contained in:
2024-09-01 15:30:29 -07:00
parent b0e8ab124a
commit 4c44486fd4
3 changed files with 2 additions and 66 deletions

View File

@@ -31,10 +31,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
[Export]
public Resource EnemyStats { get; set; } = new();
[Node] public Area3D DetectionSphere { get; set; } = default!;
[Node] public Area3D AlertedSphere { get; set; } = default!;
public static PackedScene CollisionDetectorScene => GD.Load<PackedScene>("res://src/enemy/CollisionDetector.tscn");
public static Area3D CollisionDetector { get; set; } = default!;
@@ -53,8 +49,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
{
var enemyResource = EnemyStats as EnemyStats;
CurrentHP = enemyResource.MaximumHP;
DetectionSphere.BodyEntered += OnDetectionSphereEntered;
AlertedSphere.BodyExited += OnAlertedSphereExited;
}
public void OnResolved()
@@ -122,18 +116,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
}
}
public void OnDetectionSphereEntered(Node3D body)
{
GD.Print($"Detected {body.Name}...");
EnemyLogic.Input(new EnemyLogic.Input.Alerted());
}
public void OnAlertedSphereExited(Node3D body)
{
GD.Print($"Lost track of {body.Name}...");
EnemyLogic.Input(new EnemyLogic.Input.LostPlayer());
}
public void OnReady()
{
SetPhysicsProcess(true);