LADXHD/InGame/GameObjects/Base/Components/AI/AiFallState.cs

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2023-12-14 22:21:22 +00:00
using Microsoft.Xna.Framework;
using ProjectZ.InGame.GameObjects.Things;
using ProjectZ.InGame.Things;
namespace ProjectZ.InGame.GameObjects.Base.Components.AI
{
class AiFallState
{
public delegate void HoleAbsorbFunction();
private readonly AiComponent _aiComponent;
private readonly BodyComponent _body;
private readonly HoleAbsorbFunction _onAbsorb;
private readonly HoleAbsorbFunction _onDeath;
public AiFallState(AiComponent aiComponent, BodyComponent body, HoleAbsorbFunction onAbsorb = null, HoleAbsorbFunction onDeath = null, int fallTime = 600)
{
_aiComponent = aiComponent;
_body = body;
_body.HoleAbsorb = OnHoleAbsorb;
_onAbsorb = onAbsorb;
_onDeath = onDeath;
var fallingState = new AiState();
fallingState.Trigger.Add(new AiTriggerCountdown(fallTime, null, FallDeath));
_aiComponent.States.Add("falling", fallingState);
}
public void OnHoleAbsorb()
{
if (_aiComponent.CurrentStateId == "falling")
return;
_aiComponent.ChangeState("falling");
_body.Drag = 0.0f;
_body.VelocityTarget = Vector2.Zero;
_onAbsorb?.Invoke();
}
private void FallDeath()
{
_aiComponent.Owner.Map.Objects.DeleteObjects.Add(_aiComponent.Owner);
// play sound effect
Game1.GameManager.PlaySoundEffect("D360-24-18");
var fallAnimation = new ObjAnimator(_aiComponent.Owner.Map, 0, 0, Values.LayerBottom, "Particles/fall", "idle", true);
fallAnimation.EntityPosition.Set(new Vector2(
_body.Position.X + _body.OffsetX + _body.Width / 2.0f - 5,
_body.Position.Y + _body.OffsetY + _body.Height / 2.0f - 5));
_aiComponent.Owner.Map.Objects.SpawnObject(fallAnimation);
_onDeath?.Invoke();
}
}
}