init
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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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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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