Files
aarpg/enemies/scripts/states/enemy_state_stun.gd
Andriy Yednarovych e877c5f058 init
2026-02-22 19:26:26 +01:00

45 lines
1.2 KiB
GDScript

class_name EnemyStateStun extends EnemyState
@export var animation_name: String = "stun"
@export var knockback_speed: float = 200.0
@export var decelerate_speed: float = 10.0
@export_category("AI")
@export var next_state: EnemyState
var direction: Vector2
var damage_position: Vector2
var animation_finished: bool = false
func init() -> void:
enemy.enemy_damaged.connect(on_damaged)
func enter() -> void:
enemy.animation_player.animation_finished.connect(on_animation_finished)
enemy.invulnerable = true
animation_finished = false
direction = enemy.global_position.direction_to(damage_position)
enemy.update_animation(animation_name)
enemy.set_direction(direction)
enemy.velocity = direction * -knockback_speed
func exit() -> void:
enemy.invulnerable = false
enemy.animation_player.animation_finished.disconnect(on_animation_finished)
func process(delta : float) -> EnemyState:
if animation_finished:
return next_state
enemy.velocity -= enemy.velocity * decelerate_speed * delta
return null
func physics(_delta : float) -> EnemyState:
return null
func on_damaged(hurtbox: Hurtbox) -> void:
damage_position = hurtbox.global_position
state_machine.change_state(self)
func on_animation_finished(_name: String) -> void:
animation_finished = true