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

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using System;
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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; }
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[Export] private PlayerStorageModule _storageModule;
public Vector2 FacingDirection
{
get => _storageModule.FacingDirection;
private set => _storageModule.FacingDirection = value;
}
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public bool Enabled { get; set; } = false;
public override void EnterState(PlayerState state)
{
GD.Print("EnterState");
Enabled = true;
}
public override void ExitState(PlayerState state)
{
GD.Print("exitState");
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;
}
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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return;
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// switch (item.Item)
// {
// case ItemTypes.KeycardRed:
// break;
// case ItemTypes.KeycardBlue:
// break;
// case ItemTypes.KeycardGreen:
// break;
// case ItemTypes.Ammo:
// break;
// case ItemTypes.Medkit:
// Heal(item);
// break;
// case ItemTypes.FrogBomb:
// SpawnSpiderBomb(item);
// break;
// case ItemTypes.Bomb:
// SpawnBomb(item);
// break;
// case ItemTypes.Mine:
// break;
// case ItemTypes.Battery:
// RechargeShield(item);
// break;
// case ItemTypes.Weapon:
// break;
// case ItemTypes.Power:
// break;
// case ItemTypes.Points:
// break;
// case ItemTypes.Credits:
// break;
// case ItemTypes.KeyItem:
// break;
// }
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}
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// private void SpawnBomb(LootItem item)
// {
// GD.Print("Spawned bomb");
// }
//
// private void Heal(LootItem item)
// {
// Health.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
// }
//
// private void RechargeShield(LootItem item)
// {
// Shield.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
// }
//
// private void SpawnSpiderBomb(LootItem item)
// {
// //var bullet = item.WeaponData.BulletData.BulletScene.Instantiate<Bullet>();
// //bullet.Initialize(item.WeaponData.BulletData.MakeBullet(this.GlobalPosition, 1,0, 0), GameManager.Instance);
//
//
// //InventoryManager.Instance.RemoveItem(item.ItemKey, 1);
// // emit projectile
// var bullet = this.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
//
// var bulletData = item.WeaponData.MakeBullet(this.GlobalPosition);
//
// bullet.Initialize(bulletData, GameManager.Instance);
// bullet.SetDirection(FacingDirection);
// bullet.RotateSpriteDegrees(-90);
// //bullet.SetDirection(_facingDirection);
// bullet.Speed = item.WeaponData.BulletData.BulletSpeed;
//
// _machine.SetState(PlayerState.Controlling);
//
// //RequestMovementDisable(true);
// // set camera
// GameManager.Instance.CameraTargetObject(bullet);
// // set event destroy
// bullet.OnDestroy += () =>
// {
// GameManager.Instance.CameraTargetPlayer();
// _machine.SetState(PlayerState.Active);
// //RequestMovementDisable(false);
// };
// }
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public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
}