2025-07-02 15:15:47 +02:00
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using Cirno.Scripts.Components.Actors._3D;
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class Drowning : BaseState<PlayerState, CharacterBody3D>
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{
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public override PlayerState StateId => PlayerState.Drowning;
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private PlayerAnimationProvider3D _animationProvider;
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2026-02-26 23:13:57 +01:00
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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base.Init(machine);
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
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}
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2025-07-02 15:15:47 +02:00
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public override void EnterState()
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{
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_animationProvider.PlayDrowningAnimation();
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// Wait for animation to be over and switch to death
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_animationProvider.OnAnimationEnded += AnimationProviderOnOnAnimationEnded;
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}
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private void AnimationProviderOnOnAnimationEnded(StringName animationName)
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{
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if (animationName != _animationProvider.DrowningAnimationName) return;
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_animationProvider.OnAnimationEnded -= AnimationProviderOnOnAnimationEnded;
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StateMachine.SetState(PlayerState.Dead);
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}
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}
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