init
This commit is contained in:
15
enemies/scripts/drop_data.gd
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15
enemies/scripts/drop_data.gd
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@@ -0,0 +1,15 @@
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class_name DropData extends Resource
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@export
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var item: ItemData
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@export_range(0, 100, 1, "suffix:%")
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var drop_rate: float = 100
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@export_range(1, 10, 1, "suffix:items")
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var min_amount := 1
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@export_range(1, 10, 1, "suffix:items")
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var max_amount := 1
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func get_drop_count() -> int:
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if randf_range(0, 100) >= drop_rate:
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return 0
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return randi_range(min_amount, max_amount)
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1
enemies/scripts/drop_data.gd.uid
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1
enemies/scripts/drop_data.gd.uid
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@@ -0,0 +1 @@
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uid://cqeos77b55w5x
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67
enemies/scripts/enemy.gd
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67
enemies/scripts/enemy.gd
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class_name Enemy extends CharacterBody2D
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const DIR_4 = [
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Vector2.RIGHT,
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Vector2.DOWN,
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Vector2.LEFT,
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Vector2.UP,
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]
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signal direction_changed(new_direction: Vector2)
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signal enemy_damaged(hurtbox: Hurtbox)
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signal enemy_destroyed(hurtbox: Hurtbox)
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@export var hp: int = 3
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var main_sprite: Sprite2D = $main_sprite
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@onready var hitbox: Hitbox = $Hitbox
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@onready var state_machine: EnemyStateMachine = $enemy_state_machine
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var cardinal_direction : Vector2 = Vector2.DOWN
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var direction : Vector2 = Vector2.ZERO
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var invulnerable: bool = false
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func _ready() -> void:
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state_machine.initialize(self)
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hitbox.damaged.connect(on_damage)
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func _process(_delta: float) -> void:
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pass
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func _physics_process(_delta: float) -> void:
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move_and_slide()
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func set_direction(new_direction: Vector2) -> bool:
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if new_direction == Vector2.ZERO:
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return false
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var refreshed_direction = DIR_4[int(round((new_direction + cardinal_direction * 0.1).angle() / TAU * DIR_4.size()))]
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if refreshed_direction == cardinal_direction:
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return false
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cardinal_direction = refreshed_direction
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direction_changed.emit(refreshed_direction)
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main_sprite.scale.x = -1 if cardinal_direction == Vector2.LEFT else 1
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return true
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func update_animation(state: String) -> void:
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animation_player.play(state + "_" + get_animation_direction())
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func get_animation_direction() -> String:
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var newAnimDirection: String = "side"
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if cardinal_direction == Vector2.DOWN:
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newAnimDirection = "down"
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elif cardinal_direction == Vector2.UP:
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newAnimDirection = "up"
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return newAnimDirection
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func on_damage(hurtbox: Hurtbox) -> void:
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if invulnerable:
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return
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hp -= hurtbox.damage
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if hp > 0:
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enemy_damaged.emit(hurtbox)
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else:
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enemy_destroyed.emit(hurtbox)
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1
enemies/scripts/enemy.gd.uid
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1
enemies/scripts/enemy.gd.uid
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@@ -0,0 +1 @@
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uid://cmfpf1k80hvh7
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40
enemies/scripts/enemy_state_machine.gd
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40
enemies/scripts/enemy_state_machine.gd
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class_name EnemyStateMachine extends Node
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var states: Array[EnemyState]
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var previous_state: EnemyState
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var current_state: EnemyState
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_DISABLED
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func _process(delta: float) -> void:
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change_state(current_state.process(delta))
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func _physics_process(delta: float) -> void:
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change_state(current_state.physics(delta))
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func initialize(enemy: Enemy) -> void:
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states = []
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for child in get_children():
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if child is EnemyState:
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states.append(child)
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for state in states:
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state.enemy = enemy
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state.state_machine = self
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state.init()
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if !states.is_empty():
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change_state(states[0])
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process_mode = Node.PROCESS_MODE_INHERIT
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func change_state(new_state: EnemyState) -> void:
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if new_state == null or new_state == current_state:
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return
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if current_state:
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current_state.exit()
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previous_state = current_state
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current_state = new_state
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current_state.enter()
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1
enemies/scripts/enemy_state_machine.gd.uid
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1
enemies/scripts/enemy_state_machine.gd.uid
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@@ -0,0 +1 @@
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uid://bvjx5c5xd3rhw
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20
enemies/scripts/states/enemy_state.gd
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20
enemies/scripts/states/enemy_state.gd
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class_name EnemyState extends Node
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var enemy: Enemy
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var state_machine: EnemyStateMachine
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func init() -> void:
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pass
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func process(_delta : float) -> EnemyState:
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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1
enemies/scripts/states/enemy_state.gd.uid
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1
enemies/scripts/states/enemy_state.gd.uid
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@@ -0,0 +1 @@
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uid://u7qy2i6rutqr
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58
enemies/scripts/states/enemy_state_chase.gd
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58
enemies/scripts/states/enemy_state_chase.gd
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@@ -0,0 +1,58 @@
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class_name EnemyChaseWander extends EnemyState
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@export var animation_name: String = "chase"
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@export var chase_speed: float = 20.0
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@export var turn_rate: float = 0.25
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@export_category("AI")
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@export var vision_area: VisionArea
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@export var attack_area: Hurtbox
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@export var state_aggro_duration: float = 0.5
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@export var next_state: EnemyState
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var timer: float = 0.0
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var direction: Vector2
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var can_see_player := false
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func init() -> void:
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if vision_area:
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vision_area.player_entered.connect(on_player_entered)
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vision_area.player_exited.connect(on_player_exited)
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func enter() -> void:
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timer = state_aggro_duration
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enemy.update_animation(animation_name)
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if attack_area:
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attack_area.monitoring = true
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func exit() -> void:
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if attack_area:
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attack_area.monitoring = true
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can_see_player = false
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func process(delta : float) -> EnemyState:
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var new_dir: Vector2 = enemy.global_position.direction_to(PlayerManager.player.global_position)
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direction = lerp(direction, new_dir, turn_rate)
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enemy.velocity = direction * chase_speed
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if enemy.set_direction(direction):
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enemy.update_animation(animation_name)
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if !can_see_player:
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timer -= delta
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if timer <= 0:
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return next_state
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else:
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timer = state_aggro_duration
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_player_entered() -> void:
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can_see_player = true
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if state_machine.current_state is EnemyStateStun:
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return
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state_machine.change_state(self)
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func on_player_exited() -> void:
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can_see_player = false
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1
enemies/scripts/states/enemy_state_chase.gd.uid
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1
enemies/scripts/states/enemy_state_chase.gd.uid
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@@ -0,0 +1 @@
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uid://dmcmplui6od1k
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64
enemies/scripts/states/enemy_state_destroy.gd
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64
enemies/scripts/states/enemy_state_destroy.gd
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@@ -0,0 +1,64 @@
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class_name EnemyStateDestroy extends EnemyState
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const PICKUP: Resource = preload("res://items/item_pickup/item_pickup.tscn")
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@export var animation_name: String = "destroy"
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@export var knockback_speed: float = 200.0
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@export var decelerate_speed: float = 10.0
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@export_category("Item drops")
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@export var drops: Array[DropData]
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var direction: Vector2
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var damage_position: Vector2
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func init() -> void:
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enemy.enemy_destroyed.connect(on_destroyed)
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func enter() -> void:
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enemy.invulnerable = true
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enemy.animation_player.animation_finished.connect(on_animation_finished)
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direction = enemy.global_position.direction_to(damage_position)
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enemy.update_animation(animation_name)
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enemy.set_direction(direction)
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enemy.velocity = direction * -knockback_speed
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disable_hurtbox()
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drop_items()
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func exit() -> void:
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enemy.invulnerable = false
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enemy.animation_player.animation_finished.disconnect(on_animation_finished)
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func process(delta : float) -> EnemyState:
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enemy.velocity -= enemy.velocity * decelerate_speed * delta
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_destroyed(hurtbox: Hurtbox) -> void:
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state_machine.change_state(self)
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damage_position = hurtbox.global_position
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func on_animation_finished(_name: String) -> void:
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print("destroyed")
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enemy.queue_free()
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func disable_hurtbox() -> void:
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var hurtbox: Hurtbox = enemy.get_node_or_null("Hurtbox")
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if hurtbox:
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hurtbox.monitoring = false
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func drop_items() -> void:
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if drops.is_empty():
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return
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for drops_index in drops.size():
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var drop_item := drops[drops_index]
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if drop_item and drop_item.item:
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var drop_count := drop_item.get_drop_count()
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for drop_index in drop_count:
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var item_pickup := PICKUP.instantiate() as ItemPickup
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item_pickup.item_data = drop_item.item
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enemy.get_parent().call_deferred("add_child", item_pickup)
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item_pickup.global_position = enemy.global_position
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item_pickup.velocity = enemy.velocity.rotated(randf_range(-1.5, 1.5)) * randf_range(0.9, 1.5)
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1
enemies/scripts/states/enemy_state_destroy.gd.uid
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1
enemies/scripts/states/enemy_state_destroy.gd.uid
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@@ -0,0 +1 @@
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uid://qn1vn11fqgui
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30
enemies/scripts/states/enemy_state_idle.gd
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30
enemies/scripts/states/enemy_state_idle.gd
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@@ -0,0 +1,30 @@
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class_name EnemyStateIdle extends EnemyState
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@export var animation_name: String = "idle"
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@export_category("AI")
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@export var state_duration_min: float = 0.5
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@export var state_duration_max: float = 1.5
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@export var next_state: EnemyState
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var timer: float = 0.0
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func init() -> void:
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pass
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func enter() -> void:
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enemy.velocity = Vector2.ZERO
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timer = randf_range(state_duration_min, state_duration_max)
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enemy.update_animation(animation_name)
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func exit() -> void:
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pass
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func process(delta : float) -> EnemyState:
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timer -= delta
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if timer <= 0:
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return next_state
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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1
enemies/scripts/states/enemy_state_idle.gd.uid
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1
enemies/scripts/states/enemy_state_idle.gd.uid
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@@ -0,0 +1 @@
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uid://t2wl0iif703e
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44
enemies/scripts/states/enemy_state_stun.gd
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44
enemies/scripts/states/enemy_state_stun.gd
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@@ -0,0 +1,44 @@
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class_name EnemyStateStun extends EnemyState
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@export var animation_name: String = "stun"
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@export var knockback_speed: float = 200.0
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@export var decelerate_speed: float = 10.0
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@export_category("AI")
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@export var next_state: EnemyState
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var direction: Vector2
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var damage_position: Vector2
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var animation_finished: bool = false
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func init() -> void:
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enemy.enemy_damaged.connect(on_damaged)
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func enter() -> void:
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enemy.animation_player.animation_finished.connect(on_animation_finished)
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enemy.invulnerable = true
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animation_finished = false
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direction = enemy.global_position.direction_to(damage_position)
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enemy.update_animation(animation_name)
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enemy.set_direction(direction)
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enemy.velocity = direction * -knockback_speed
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func exit() -> void:
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enemy.invulnerable = false
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enemy.animation_player.animation_finished.disconnect(on_animation_finished)
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func process(delta : float) -> EnemyState:
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if animation_finished:
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return next_state
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enemy.velocity -= enemy.velocity * decelerate_speed * delta
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_damaged(hurtbox: Hurtbox) -> void:
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damage_position = hurtbox.global_position
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state_machine.change_state(self)
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func on_animation_finished(_name: String) -> void:
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animation_finished = true
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1
enemies/scripts/states/enemy_state_stun.gd.uid
Normal file
1
enemies/scripts/states/enemy_state_stun.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://b6sf2nm67yulk
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38
enemies/scripts/states/enemy_state_wander.gd
Normal file
38
enemies/scripts/states/enemy_state_wander.gd
Normal file
@@ -0,0 +1,38 @@
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class_name EnemyStateWander extends EnemyState
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@export var animation_name: String = "walk"
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@export var wander_speed: float = 20.0
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@export_category("AI")
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@export var state_animation_duration: float = 0.7
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@export var state_cycles_min: int = 1
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@export var state_cycles_max: int = 3
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@export var next_state: EnemyState
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var timer: float = 0.0
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var direction: Vector2
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func init() -> void:
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pass
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func enter() -> void:
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timer = randi_range(state_cycles_min, state_cycles_max) * state_animation_duration
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var random_direction = randi_range(0, 3)
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direction = enemy.DIR_4[random_direction]
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enemy.velocity = direction * wander_speed
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enemy.set_direction(direction)
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enemy.update_animation(animation_name)
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func exit() -> void:
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pass
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func process(delta : float) -> EnemyState:
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timer -= delta
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if timer <= 0:
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return next_state
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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1
enemies/scripts/states/enemy_state_wander.gd.uid
Normal file
1
enemies/scripts/states/enemy_state_wander.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://dqiqly265lt0u
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33
enemies/scripts/vision_area.gd
Normal file
33
enemies/scripts/vision_area.gd
Normal file
@@ -0,0 +1,33 @@
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class_name VisionArea extends Area2D
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signal player_entered
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signal player_exited
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func _ready() -> void:
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body_entered.connect(on_body_entered)
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body_exited.connect(on_body_exited)
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var parent = get_parent()
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if parent is Enemy:
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parent.direction_changed.connect(on_direction_changed)
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func on_body_entered(body: Node2D) -> void:
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if body is Player:
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player_entered.emit()
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func on_body_exited(body: Node2D) -> void:
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if body is Player:
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player_exited.emit()
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func on_direction_changed(new_direction: Vector2) -> void:
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match new_direction:
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Vector2.DOWN:
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rotation_degrees = 0
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Vector2.UP:
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rotation_degrees = 180
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Vector2.LEFT:
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rotation_degrees = 90
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Vector2.RIGHT:
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rotation_degrees = -90
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_:
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rotation_degrees = 0
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1
enemies/scripts/vision_area.gd.uid
Normal file
1
enemies/scripts/vision_area.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dumobb6c7eybb
|
||||
Reference in New Issue
Block a user