Files
CultManor/game/characters/enemies/state_machine/look_around_state.gd
T
2026-02-13 00:56:15 +03:00

46 lines
1.4 KiB
GDScript

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
var state_by_ray_cast : Dictionary[RayCast2D, CultistState]
func enter() -> void:
cultist.sprite.animation_finished.connect(_on_animation_finished)
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)
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:
cultist.sprite.animation_finished.disconnect(_on_animation_finished)
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())