class_name EnemyStateDestroy extends EnemyState const PICKUP: Resource = preload("res://items/item_pickup/item_pickup.tscn") @export var animation_name: String = "destroy" @export var knockback_speed: float = 200.0 @export var decelerate_speed: float = 10.0 @export_category("Item drops") @export var drops: Array[DropData] var direction: Vector2 var damage_position: Vector2 func init() -> void: enemy.enemy_destroyed.connect(on_destroyed) func enter() -> void: enemy.invulnerable = true enemy.animation_player.animation_finished.connect(on_animation_finished) direction = enemy.global_position.direction_to(damage_position) enemy.update_animation(animation_name) enemy.set_direction(direction) enemy.velocity = direction * -knockback_speed disable_hurtbox() drop_items() func exit() -> void: enemy.invulnerable = false enemy.animation_player.animation_finished.disconnect(on_animation_finished) func process(delta : float) -> EnemyState: enemy.velocity -= enemy.velocity * decelerate_speed * delta return null func physics(_delta : float) -> EnemyState: return null func on_destroyed(hurtbox: Hurtbox) -> void: state_machine.change_state(self) damage_position = hurtbox.global_position func on_animation_finished(_name: String) -> void: print("destroyed") enemy.queue_free() func disable_hurtbox() -> void: var hurtbox: Hurtbox = enemy.get_node_or_null("Hurtbox") if hurtbox: hurtbox.monitoring = false func drop_items() -> void: if drops.is_empty(): return for drops_index in drops.size(): var drop_item := drops[drops_index] if drop_item and drop_item.item: var drop_count := drop_item.get_drop_count() for drop_index in drop_count: var item_pickup := PICKUP.instantiate() as ItemPickup item_pickup.item_data = drop_item.item enemy.get_parent().call_deferred("add_child", item_pickup) item_pickup.global_position = enemy.global_position item_pickup.velocity = enemy.velocity.rotated(randf_range(-1.5, 1.5)) * randf_range(0.9, 1.5)