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

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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterBody2D>
{
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[Export]
public ActorResourceProvider Health { get; set; }
[Export]
public ActorResourceProvider Shield { get; set; }
private PlayerStorageModule _storageModule;
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public Vector2 FacingDirection
{
get => _storageModule.FacingDirection;
private set => _storageModule.FacingDirection = value;
}
public bool Enabled { get; set; }
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public override void EnterState(PlayerState state)
{
Enabled = true;
}
public override void ExitState(PlayerState state)
{
Enabled = false;
}
private IStateMachine<PlayerState, CharacterBody2D> _machine;
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public IStateMachine<PlayerState, CharacterBody2D> Machine => _machine;
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
InventoryManager.Instance.ItemUsed += this.UseItem;
_machine = machine;
_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
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}
private void UseItem(LootItem item, int totalcount)
{
if (!Enabled) return;
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GD.Print($"Used {item.ItemName} in player");
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item.ItemEffect?.Execute(this, item);
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}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
}