public override void _Ready() { base._Ready(); _attackIntentComponent = GetNodeOrNull <AttackIntentComponent>(_attackIntentComponentPath ?? string.Empty); _timer = GetNode <Timer>("Timer"); _timer.Connect("timeout", this, nameof(OnTimerTimeout)); }
public override void _Ready() { base._Ready(); _animatedSprite = GetNodeOrNull <AnimatedSprite>(_animatedSpritePath ?? string.Empty); _projectileSpawnComponent = GetNodeOrNull <ProjectileSpawnComponent>(_projectileSpawnComponentPath ?? string.Empty); _pursueState = GetNodeOrNull(_pursueStateNodePath ?? string.Empty) as IStateExector; _attackIntentComponent = GetNodeOrNull <AttackIntentComponent>(_attackIntentComponentPath ?? string.Empty); _animatedSprite?.Connect("animation_finished", this, nameof(OnAnimationFinished)); }
public override void _Ready() { base._Ready(); _timer = GetNode <Timer>("Timer"); _attackIntentComponent = GetNode <AttackIntentComponent>(_attackIntentComponentPath); _animatedSprite = GetNode <AnimatedSprite>(_animatedSpritePath); if (_attackStateNodePath != null) { _attackState = GetNode(_attackStateNodePath) as IStateExector; } }