public override void _Ready() { GD.Randomize(); stats = GetNode <Stats>("Stats"); stats.OnZeroHealth += Death; hurtbox = GetNode <Hurtbox>("Hurtbox"); hurtbox.OnInvincibilityEnded += BlinkStop; hurtbox.OnInvincibilityStarted += BlinkStart; playerZone = GetNode <PlayerDetection>("PlayerDetection"); batSprite = GetNode <AnimatedSprite>("AnimatedSprite"); softCollision = GetNode <SoftCollision>("SoftCollision"); wanderController = GetNode <WanderController>("WanderController"); rng = new RandomNumberGenerator(); stateArray = new List <AIState> { AIState.IDLE, AIState.WANDER }; state = PickRandomState(stateArray); animPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); }
public override void _Ready() { _stats = GetNode <Stats>("Stats"); _hurtBox = GetNode <HurtBox>("HurtBox"); _playerDetectionZone = GetNode <PlayerDetectionZone>("PlayerDetectionZone"); _animatedSprite = GetNode <AnimatedSprite>("AnimatedSprite"); _softCollision = GetNode <SoftCollision>("SoftCollision"); _wanderController = GetNode <WanderController>("WanderController"); }
public override void _Ready() { stats = (Stats)GetNode("Stats"); playerDetectionZone = (PlayerDetectionZone)GetNode("PlayerDetectionZone"); animationPlayer = (AnimationPlayer)GetNode("AnimationPlayer"); batSprite = (AnimatedSprite)GetNode("AnimatedSprite"); softCollision = (SoftCollision)GetNode("SoftCollision"); wanderController = (WanderController)GetNode("WanderController"); state = pickRandomState(new Global.BehaviorState[] { Global.BehaviorState.STATE_IDLE, Global.BehaviorState.STATE_WANDER }); }
public override void _Ready() { stats = GetNode <Stats>("Stats"); playerDetectionZone = GetNode <PlayerDetectionZone>("PlayerDetectionZone"); animatedSprite = GetNode <AnimatedSprite>("BatAnimatedSprite"); hurtbox = GetNode <Hurtbox>("Hurtbox"); softCollision = GetNode <SoftCollision>("SoftCollision"); wanderController = GetNode <WanderController>("WanderController"); blinkAnimationPlayer = GetNode <AnimationPlayer>("BlinkAnimationPlayer"); packedBatDeathEffect = GD.Load <PackedScene>("res://Effects/EnemyDeathEffect.tscn"); rng.Randomize(); state = pickRandomState(randomStates); healthBar = GetNode <Healthbar>("Healthbar"); healthBar.setMaxHealth(stats.getMaxHealth()); healthBar.setHealth(stats.getCurrentHealth()); }