init
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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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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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