cirnogodot/Scripts/Components/FSM/3DPlayer/Active.cs

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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Utils;
using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class Active : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Active;
private CharacterBody3D _player;
[Export] private InputProvider _inputProvider;
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[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
//_hud = Hud.Instance;
//_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
// _damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
// {
// _animationProvider.Blink();
// };
// _damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
// {
// _animationProvider.PlayShieldAnimation();
//
// };
//_damageReceiver.Init(StateMachine);
//_damageReceiver.RefillHealth();
//_damageReceiver.RefillShield();
//_activationProvider.Init(MainObject);
//_weaponProvider.Init(MainObject);
}
public override void EnterState()
{
base.EnterState();
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MainObject.Show();
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// enable sprite
// enable crosshair
//_crosshairProvider.Show();
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AnimationProvider.ShowSprite();
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//_damageReceiver.Enabled = true;
//_activationProvider.Enabled = true;
//_interactionController.Enabled = true;
}
public override void ExitState()
{
base.ExitState();
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AnimationProvider.SetAnimationSpeed(Vector2.Zero);
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// //_animationProvider.SetAnimation(Vector2.Zero);
// _crosshairProvider.Hide();
// _hitboxSpriteProvider.Hide();
//
// _damageReceiver.Enabled = false;
// _activationProvider.Enabled = false;
// _interactionController.Enabled = false;
}
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
HandleInputHotkeys();
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AnimationProvider.SetAnimationSpeed(new Vector2(MainObject.Velocity.X, MainObject.Velocity.Z));
AnimationProvider.SetAnimation(Storage.FacingDirection);
}
private void HandleInputHotkeys()
{
if (_inputProvider.GetInventoryJustPressed())
{
GameStateManager.SetState(GameState.Inventory);
return;
}
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if (_inputProvider.GetPauseJustPressed())
{
GameStateManager.Instance.Pause();
//PauseDeferred();
return;
}
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}
private void PauseDeferred()
{
GameStateManager.Instance.Pause();
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}
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}