Fixed chase states

This commit is contained in:
2026-02-11 23:56:31 +03:00
parent 2562366d8a
commit 1f25c93fc1
17 changed files with 81 additions and 184 deletions
@@ -2,15 +2,18 @@ extends CultistState
@export var fall_state: CultistState
@export var walk_left_state: CultistState
@export var walk_right_state: CultistState
@export var chase_left_state: CultistState
@export var chase_right_state: CultistState
func enter() -> void:
cultist.sprite.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT)
cultist.sprite.play(CultistSprite.LOOK_AROUND_ANIMATIONS.pick_random())
cultist.velocity = Vector2.ZERO
_set_ray_cast_enable(cultist.left_player_close_ray, true)
_set_ray_cast_enable(cultist.right_player_close_ray, true)
cultist._set_ray_cast_enable(cultist.left_player_close_ray, true)
cultist._set_ray_cast_enable(cultist.right_player_close_ray, true)
func physics_process(_delta: float) -> void:
@@ -26,5 +29,9 @@ func physics_process(_delta: float) -> void:
func exit() -> void:
_set_ray_cast_enable(cultist.left_player_close_ray, false)
_set_ray_cast_enable(cultist.right_player_close_ray, false)
cultist._set_ray_cast_enable(cultist.left_player_close_ray, false)
cultist._set_ray_cast_enable(cultist.right_player_close_ray, false)
func _on_animation_finished() -> void:
switch_state.emit([walk_left_state, walk_right_state].pick_random())