mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
110 lines
3.1 KiB
C#
110 lines
3.1 KiB
C#
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using System;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterBody2D>
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{
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public bool Enabled { get; set; } = false;
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public override void EnterState(PlayerState state)
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{
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GD.Print("EnterState");
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Enabled = true;
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}
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public override void ExitState(PlayerState state)
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{
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GD.Print("exitState");
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Enabled = false;
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}
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private IStateMachine<PlayerState, CharacterBody2D> _machine;
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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InventoryManager.Instance.ItemUsed += this.UseItem;
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_machine = machine;
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}
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private void UseItem(LootItem item, int totalcount)
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{
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if (!Enabled) return;
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GD.Print("Used spiderbomb in player");
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switch (item.Item)
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{
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case ItemTypes.KeycardRed:
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break;
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case ItemTypes.KeycardBlue:
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break;
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case ItemTypes.KeycardGreen:
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break;
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case ItemTypes.Ammo:
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break;
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case ItemTypes.Medkit:
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break;
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case ItemTypes.FrogBomb:
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SpawnSpiderBomb(item);
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break;
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case ItemTypes.Bomb:
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break;
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case ItemTypes.Mine:
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break;
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case ItemTypes.Battery:
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break;
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case ItemTypes.Weapon:
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break;
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case ItemTypes.Power:
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break;
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case ItemTypes.Points:
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break;
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case ItemTypes.Credits:
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break;
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case ItemTypes.KeyItem:
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break;
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}
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}
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private void SpawnSpiderBomb(LootItem item)
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{
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//var bullet = item.WeaponData.BulletData.BulletScene.Instantiate<Bullet>();
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//bullet.Initialize(item.WeaponData.BulletData.MakeBullet(this.GlobalPosition, 1,0, 0), GameManager.Instance);
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//InventoryManager.Instance.RemoveItem(item.ItemKey, 1);
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// emit projectile
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var bullet = this.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
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var bulletData = item.WeaponData.MakeBullet(this.GlobalPosition);
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bullet.Initialize(bulletData, GameManager.Instance);
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//bullet.SetDirection(_facingDirection);
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bullet.Speed = item.WeaponData.BulletData.BulletSpeed;
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_machine.SetState(PlayerState.Controlling);
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//RequestMovementDisable(true);
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// set camera
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GameManager.Instance.CameraTargetObject(bullet);
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// set event destroy
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bullet.OnDestroy += () =>
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{
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GameManager.Instance.CameraTargetPlayer();
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_machine.SetState(PlayerState.Active);
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//RequestMovementDisable(false);
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};
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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}
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}
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