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FSM
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parent
51ceb4ee3c
commit
054db28c77
5 changed files with 57 additions and 36 deletions
15
Scripts/Components/FSM/EnemyFSMState.cs
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15
Scripts/Components/FSM/EnemyFSMState.cs
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@ -0,0 +1,15 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class EnemyFSMState : State
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{
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[Export]
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public EnemyState State { get; private set; }
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public override int StateId => (int)State;
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protected void ChangeState(EnemyState newState)
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{
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_stateMachine.SetState((int)newState);
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}
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}
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@ -1,36 +0,0 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public partial class EnemyIdle : State
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{
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//[Export]
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//public EnemyState State { get; private set; }
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public override int StateId => (int)EnemyState.Idle;
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public override void EnterState()
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{
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}
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public override void ExitState()
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{
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}
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public override void ProcessState(double delta)
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{
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}
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public override void PhysicsProcessState(double delta)
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{
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// Scan for player
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// Wait for alarms
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}
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protected void ChangeState(EnemyState newState)
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{
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_stateMachine.SetState((int)newState);
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}
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}
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11
Scripts/Components/FSM/FSMStateModule.cs
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11
Scripts/Components/FSM/FSMStateModule.cs
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@ -0,0 +1,11 @@
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using System;
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class FSMStateModule : Node2D
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{
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public abstract void Init(Actor actor);
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public abstract void Update(double delta);
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public abstract void PhysicsUpdate(double delta);
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}
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22
Scripts/Components/FSM/PlayerFSMState.cs
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22
Scripts/Components/FSM/PlayerFSMState.cs
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@ -0,0 +1,22 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class PlayerFSMState : State
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{
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[Export]
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public PlayerState State { get; private set; }
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public override int StateId => (int)State;
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protected void ChangeState(PlayerState newState)
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{
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_stateMachine.SetState((int)newState);
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}
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}
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public enum PlayerState
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{
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Idle,
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Walking,
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Cutscene
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}
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@ -1,9 +1,13 @@
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class State : Node2D
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{
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[Export]
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public Array<FSMStateModule> Modules { get; private set; } = new();
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public virtual int StateId { get; }
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protected ActorStateMachine _stateMachine;
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@ -11,6 +15,11 @@ public abstract partial class State : Node2D
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public virtual void Init(ActorStateMachine stateMachine)
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{
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_stateMachine = stateMachine;
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foreach (var module in Modules)
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{
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//module.Init()
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}
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}
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public abstract void EnterState();
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