Implement planter behavior (need to fix projectile attack)
@@ -3,12 +3,12 @@
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@@ -98,3 +98,4 @@ states/left/position = Vector2(378, 179)
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states/right/node = SubResource("AnimationNodeAnimation_8wbs7")
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states/right/position = Vector2(701, 179)
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transitions = ["Start", "forward", SubResource("AnimationNodeStateMachineTransition_ivy74"), "forward", "left", SubResource("AnimationNodeStateMachineTransition_x7uye"), "left", "forward", SubResource("AnimationNodeStateMachineTransition_djeua"), "forward", "back", SubResource("AnimationNodeStateMachineTransition_8wbs7"), "back", "forward", SubResource("AnimationNodeStateMachineTransition_mnr4r"), "left", "right", SubResource("AnimationNodeStateMachineTransition_l2wq1"), "right", "left", SubResource("AnimationNodeStateMachineTransition_jwlar"), "back", "left", SubResource("AnimationNodeStateMachineTransition_fdoul"), "left", "back", SubResource("AnimationNodeStateMachineTransition_kpotx"), "forward", "right", SubResource("AnimationNodeStateMachineTransition_lfuuf"), "right", "forward", SubResource("AnimationNodeStateMachineTransition_dfvqa"), "right", "back", SubResource("AnimationNodeStateMachineTransition_dnvt3"), "back", "right", SubResource("AnimationNodeStateMachineTransition_m7aft"), "forward", "End", SubResource("AnimationNodeStateMachineTransition_7of2s"), "left", "End", SubResource("AnimationNodeStateMachineTransition_uwb20"), "right", "End", SubResource("AnimationNodeStateMachineTransition_vnd8n"), "back", "End", SubResource("AnimationNodeStateMachineTransition_v0yrd")]
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graph_offset = Vector2(-65, 84)
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@@ -103,3 +103,4 @@ states/left/position = Vector2(378, 179)
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states/right/node = SubResource("AnimationNodeAnimation_8wbs7")
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states/right/node = SubResource("AnimationNodeAnimation_8wbs7")
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states/right/position = Vector2(702, 179)
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states/right/position = Vector2(702, 179)
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transitions = ["Start", "forward", SubResource("AnimationNodeStateMachineTransition_ivy74"), "forward", "left", SubResource("AnimationNodeStateMachineTransition_x7uye"), "left", "forward", SubResource("AnimationNodeStateMachineTransition_djeua"), "forward", "back", SubResource("AnimationNodeStateMachineTransition_8wbs7"), "back", "forward", SubResource("AnimationNodeStateMachineTransition_mnr4r"), "left", "right", SubResource("AnimationNodeStateMachineTransition_l2wq1"), "right", "left", SubResource("AnimationNodeStateMachineTransition_jwlar"), "back", "left", SubResource("AnimationNodeStateMachineTransition_fdoul"), "left", "back", SubResource("AnimationNodeStateMachineTransition_kpotx"), "forward", "right", SubResource("AnimationNodeStateMachineTransition_lfuuf"), "right", "forward", SubResource("AnimationNodeStateMachineTransition_dfvqa"), "right", "back", SubResource("AnimationNodeStateMachineTransition_dnvt3"), "back", "right", SubResource("AnimationNodeStateMachineTransition_m7aft"), "forward", "End", SubResource("AnimationNodeStateMachineTransition_ctux2"), "right", "End", SubResource("AnimationNodeStateMachineTransition_qlkux"), "back", "End", SubResource("AnimationNodeStateMachineTransition_rmn3u"), "left", "End", SubResource("AnimationNodeStateMachineTransition_do1qe")]
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@@ -0,0 +1,38 @@
|
|||||||
|
using Chickensoft.AutoInject;
|
||||||
|
using Chickensoft.Introspection;
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Zennysoft.Game.Ma;
|
||||||
|
|
||||||
|
[Meta(typeof(IAutoNode))]
|
||||||
|
public partial class Planter : Enemy2D, IHaveEngagePlayerBehavior
|
||||||
|
{
|
||||||
|
public override void _Notification(int what) => this.Notify(what);
|
||||||
|
|
||||||
|
[Node] public EngagePlayerBehavior EngagePlayerBehavior { get; set; } = default!;
|
||||||
|
[Node] public Area3D PlayerDetector { get; set; } = default!;
|
||||||
|
|
||||||
|
[Export] private float PrimaryAttackChance { get; set; } = 0.75f;
|
||||||
|
|
||||||
|
[Export] private float SecondaryAttackChance { get; set; } = 0.25f;
|
||||||
|
|
||||||
|
public void OnReady()
|
||||||
|
{
|
||||||
|
EngagePlayerBehavior.TakeAction += EngagePlayerBehavior_TakeAction;
|
||||||
|
EngagePlayerBehavior.AcquireTarget += EngagePlayerBehavior_AcquireTarget;
|
||||||
|
PlayerDetector.BodyEntered += PlayerDetector_BodyEntered;
|
||||||
|
PlayerDetector.BodyExited += PlayerDetector_BodyExited;
|
||||||
|
SetPhysicsProcess(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnResolved() => _enemyLogic.Input(new EnemyLogic.Input.Idle());
|
||||||
|
|
||||||
|
public override void PerformAction()
|
||||||
|
{
|
||||||
|
var rng = new RandomNumberGenerator();
|
||||||
|
var options = new List<Action>() { EnemyModelView.PlayPrimaryAttackAnimation, EnemyModelView.PlaySecondaryAttackAnimation };
|
||||||
|
var selection = rng.RandWeighted([PrimaryAttackChance, SecondaryAttackChance]);
|
||||||
|
options[(int)selection].Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
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