cirnogodot/Scripts/Components/FSM/Player/Active.cs

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using System;
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using Cirno.Scripts.Components.Actors;
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using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class Active : PlayerFSMState
{
private Vector2 _movementDirection { get; set; }
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public Vector2 FacingDirection { get; private set; } = Vector2.Down;
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[Export]
public int Speed { get; set; } = 45;
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[Export]
public int StrafeSpeed { get; set; } = 35;
[ExportCategory("Providers")]
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[Export]
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private PlayerWeaponProvider _weaponProvider;
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[Export]
private PlayerAnimationProvider _animationProvider;
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[Export]
private PlayerCrosshairProvider _crosshairProvider;
[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
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[Export]
private InputProvider _inputProvider;
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[Export] private PlayerDamageReceiver _damageReceiver;
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[Export] private ActivationProvider _activationProvider;
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private bool _isStrafing;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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private PlayerStateMachine _player;
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private Hud _hud;
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public override void Init(ActorStateMachine stateMachine)
{
base.Init(stateMachine);
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_hud = Hud.Instance;
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_player = (PlayerStateMachine)stateMachine;
_damageReceiver.Death += () =>
{
ChangeState(PlayerState.Dead);
};
_damageReceiver.HealthChanged += (value, maxValue) =>
{
_animationProvider.Blink();
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_hud.UpdateHealth(value, maxValue);
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};
_damageReceiver.ShieldChanged += (value, maxValue) =>
{
_animationProvider.PlayShieldAnimation();
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_hud.UpdateShield(value, maxValue);
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};
_damageReceiver.Init();
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_activationProvider.Init(stateMachine);
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//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
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_weaponProvider.Init(stateMachine);
}
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public override void EnterState()
{
// enable sprite
// enable crosshair
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_crosshairProvider.Show();
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_animationProvider.ShowSprite();
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_damageReceiver.Enabled = true;
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_activationProvider.Enabled = true;
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}
public override void ExitState()
{
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_animationProvider.SetAnimation(Vector2.Zero);
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_crosshairProvider.Hide();
_hitboxSpriteProvider.Hide();
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_damageReceiver.Enabled = false;
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_activationProvider.Enabled = false;
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}
public override void PhysicsProcessState(double delta)
{
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_stateMachine.Velocity = _movementDirection * MovementSpeed;
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_stateMachine.MoveAndSlide();
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}
public override void ProcessState(double delta)
{
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_movementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
if (!_isStrafing)
{
if (rightStickInput.Length() > 0.1f) // If the right stick is moved
{
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FacingDirection = rightStickInput.Normalized();
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}
else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
{
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FacingDirection = _movementDirection;
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}
}
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_animationProvider.SetAnimation(_stateMachine.Velocity);
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_crosshairProvider.UpdatePosition(FacingDirection);
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HandleShoot();
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HandleInteraction();
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// FindInteractable();
// _crosshair.Position = CalculateCrosshairPosition();
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if (_inputProvider.GetInventoryJustPressed())
{
GameManager.Instance.ChangeState(GameState.Inventory);
}
if (_inputProvider.GetPauseJustPressed())
{
//CallDeferred(MethodName.PauseDeferred);
PauseDeferred();
}
}
private void PauseDeferred()
{
GameManager.Instance.Pause();
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}
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private void HandleShoot()
{
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this.FacingDirection);
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}
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private void HandleInteraction()
{
_activationProvider.HandleInteraction();
}
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}