Basic pathfinding working for crying ghosts
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78
Characters/Crying Ghost/CryingGhost.cs
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78
Characters/Crying Ghost/CryingGhost.cs
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using Godot;
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using System.Diagnostics.CodeAnalysis;
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public partial class CryingGhost : CharacterBase
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{
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private AnimatedSprite2D _animatedSprite = default!;
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private NavigationAgent2D _navigationAgent = default!;
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private Area2D _detectionArea = default!;
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private Timer _targetTimer = default!;
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protected Node2D? Target { get; private set; }
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[MemberNotNullWhen(true, nameof(Target))]
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protected bool HasTarget => Target is not null;
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public override void _Ready()
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{
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_animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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_detectionArea = GetNode<Area2D>("DetectionArea");
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_targetTimer = GetNode<Timer>("TargetTimer");
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_animatedSprite?.Play("idle");
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_detectionArea.BodyEntered += OnBodyEntered;
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_detectionArea.BodyExited += OnBodyExited;
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_targetTimer.Timeout += OnTimeout;
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_navigationAgent.VelocityComputed += OnVelocityComputed;
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}
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public override void _PhysicsProcess(double delta)
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{
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if (!HasTarget)
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{
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Velocity = Vector2.Zero;
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}
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else
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{
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var nextPosition = _navigationAgent.GetNextPathPosition();
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var direction = (nextPosition - GlobalPosition).Normalized();
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_navigationAgent.Velocity = direction * Speed;
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}
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MoveAndSlide();
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}
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void OnBodyEntered(Node2D body)
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{
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if (body.IsInGroup("Player"))
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{
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Target = body;
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_navigationAgent.TargetPosition = Target.GlobalPosition;
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_targetTimer.Start();
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}
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}
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void OnBodyExited(Node2D body)
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{
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if (body == Target)
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{
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Target = null;
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_navigationAgent.TargetPosition = GlobalPosition;
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_targetTimer.Stop();
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}
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}
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void OnTimeout()
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{
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if (HasTarget)
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{
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_navigationAgent.TargetPosition = Target.GlobalPosition;
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}
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}
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void OnVelocityComputed(Vector2 safeVelocity)
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{
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Velocity = safeVelocity;
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}
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}
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