93 lines
2.5 KiB
C#
93 lines
2.5 KiB
C#
using Godot;
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namespace AceFieldNewHorizon.Scripts.Entities;
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public partial class Enemy : CharacterBody2D
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{
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public const string EnemyGroupName = "Enemy";
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[Export] public float MoveSpeed = 150.0f;
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[Export] public float DetectionRadius = 300.0f;
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[Export] public float AttackRange = 50.0f;
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[Export] public int Damage = 10;
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[Export] public float AttackCooldown = 1.0f;
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private Player _player;
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private float _attackTimer = 0;
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private bool _isPlayerInRange = false;
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private Area2D _detectionArea;
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public override void _Ready()
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{
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// Create detection area
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_detectionArea = new Area2D();
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var collisionShape = new CollisionShape2D();
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var shape = new CircleShape2D();
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shape.Radius = DetectionRadius;
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collisionShape.Shape = shape;
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_detectionArea.AddChild(collisionShape);
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AddChild(_detectionArea);
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// Connect signals
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_detectionArea.BodyEntered += OnBodyEnteredDetection;
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_detectionArea.BodyExited += OnBodyExitedDetection;
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AddToGroup(EnemyGroupName);
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}
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public override void _Process(double delta)
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{
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if (_player != null && _isPlayerInRange)
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{
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// Face the player
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LookAt(_player.GlobalPosition);
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// Move towards player if not in attack range
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var direction = GlobalPosition.DirectionTo(_player.GlobalPosition);
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var distance = GlobalPosition.DistanceTo(_player.GlobalPosition);
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if (distance > AttackRange)
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{
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Velocity = direction * MoveSpeed;
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}
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else
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{
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Velocity = Vector2.Zero;
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TryAttackPlayer(delta);
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}
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MoveAndSlide();
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}
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}
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private void TryAttackPlayer(double delta)
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{
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_attackTimer += (float)delta;
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if (_attackTimer >= AttackCooldown)
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{
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_attackTimer = 0;
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// Here you can implement the attack logic
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// For example: _player.TakeDamage(Damage);
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GD.Print("Enemy attacks player!");
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}
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}
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private void OnBodyEnteredDetection(Node2D body)
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{
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if (body is Player player)
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{
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_player = player;
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_isPlayerInRange = true;
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}
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}
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private void OnBodyExitedDetection(Node2D body)
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{
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if (body == _player)
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{
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_isPlayerInRange = false;
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Velocity = Vector2.Zero;
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}
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}
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} |