Some code optimization

This commit is contained in:
2026-02-12 21:08:35 +03:00
parent 530ea16f11
commit 80d8785a71
8 changed files with 23 additions and 53 deletions
@@ -8,24 +8,31 @@ extends CultistState
@export var chase_right_state: CultistState
var state_by_ray_cast : Dictionary[RayCast2D, 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
cultist._set_ray_cast_enable(cultist.left_player_close_ray, true)
cultist._set_ray_cast_enable(cultist.right_player_close_ray, true)
state_by_ray_cast = {
cultist.left_player_close_ray: chase_left_state,
cultist.right_player_close_ray: chase_right_state,
}
func physics_process(_delta: float) -> void:
if not cultist.is_on_floor():
switch_state.emit(fall_state)
return
if _chase_if_player_in_ray_cast(cultist.left_player_close_ray, chase_left_state):
return
if _chase_if_player_in_ray_cast(cultist.right_player_close_ray, chase_right_state):
return
else:
for ray_cast in state_by_ray_cast:
var player := _get_colliding_player(ray_cast)
if player != null:
switch_state.emit(state_by_ray_cast[ray_cast])
break
func exit() -> void: