38 lines
1.1 KiB
GDScript
38 lines
1.1 KiB
GDScript
extends CultistState
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@export var fall_state: CultistState
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@export var walk_left_state: CultistState
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@export var walk_right_state: CultistState
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@export var chase_left_state: CultistState
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@export var chase_right_state: CultistState
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func enter() -> void:
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cultist.sprite.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT)
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cultist.sprite.play(CultistSprite.LOOK_AROUND_ANIMATIONS.pick_random())
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cultist.velocity = Vector2.ZERO
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cultist._set_ray_cast_enable(cultist.left_player_close_ray, true)
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cultist._set_ray_cast_enable(cultist.right_player_close_ray, true)
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func physics_process(_delta: float) -> void:
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if not cultist.is_on_floor():
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switch_state.emit(fall_state)
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return
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if _chase_if_player_in_ray_cast(cultist.left_player_close_ray, chase_left_state):
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return
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if _chase_if_player_in_ray_cast(cultist.right_player_close_ray, chase_right_state):
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return
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func exit() -> void:
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cultist._set_ray_cast_enable(cultist.left_player_close_ray, false)
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cultist._set_ray_cast_enable(cultist.right_player_close_ray, false)
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func _on_animation_finished() -> void:
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switch_state.emit([walk_left_state, walk_right_state].pick_random())
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