47 lines
1.3 KiB
GDScript
47 lines
1.3 KiB
GDScript
class_name AbstractEnemyShip
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extends AbstractShip
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var is_on_screen : bool = false
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var weapon_type : AbstractWeapon.Type = AbstractWeapon.Type.NONE
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var enemy_data : EnemyData:
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set = _set_enemy_data
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@onready var controller : EnemyController = $EnemyController
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func _add_weapon(weapon: AbstractWeapon, weapon_position: Vector2) -> void:
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super._add_weapon(weapon, weapon_position)
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weapon.set_belonging(AbstractWeapon.Belonging.ENEMY)
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func _on_visible_on_screen_notifier_2d_screen_entered() -> void:
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is_on_screen = true
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func _on_visible_on_screen_notifier_2d_screen_exited() -> void:
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is_on_screen = false
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func _set_enemy_data(data: EnemyData) -> void:
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enemy_data = data
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for weapon in _weapons:
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weapon.queue_free()
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_weapons.clear()
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var positions := weapon_positions.duplicate()
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if positions.size() == 3 and enemy_data.weapon_count == 2:
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positions.remove_at(0)
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for i in range(min(enemy_data.weapon_count, positions.size())):
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var weapon : AbstractWeapon = enemy_data.weapon.scene.instantiate()
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_add_weapon(weapon, weapon_positions[i])
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func _create_weapon(weapon_id : String) -> AbstractWeapon:
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var weapon_scene : PackedScene = load(WEAPON_SCENES[weapon_id])
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var weapon : AbstractWeapon = weapon_scene.instantiate()
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weapon_type = weapon.type
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return weapon
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