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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-07 09:45:53 +00:00
Spider bomb in FSM
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parent
d77fc7bf33
commit
4913eba12e
20 changed files with 300 additions and 48 deletions
6
Scripts/Components/Actors/RotationCrosshairModule.cs
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6
Scripts/Components/Actors/RotationCrosshairModule.cs
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@ -0,0 +1,6 @@
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namespace Cirno.Scripts.Components.Actors;
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public class RotationCrosshairModule
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{
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}
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@ -27,11 +27,9 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
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foreach (var node in _moduleNodes)
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{
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if (node is IModule<TKey, TType> module)
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{
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_modules.Add(module);
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module.Init(_stateMachine);
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}
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if (node is not IModule<TKey, TType> module) continue;
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_modules.Add(module);
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module.Init(_stateMachine);
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}
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}
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@ -40,9 +38,21 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
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_stateMachine.SetState(newState);
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}
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public abstract void EnterState();
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public virtual void EnterState()
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{
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foreach (var module in _modules)
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{
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module.EnterState(StateId);
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}
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}
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public abstract void ExitState();
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public virtual void ExitState()
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{
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foreach (var module in _modules)
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{
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module.ExitState(StateId);
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}
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}
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public virtual void ProcessState(double delta)
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{
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@ -6,6 +6,8 @@ public interface IModule<TKey, TType>
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where TKey : notnull
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where TType : Node
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{
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public void EnterState(TKey state);
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public void ExitState(TKey state);
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public void Init(IStateMachine<TKey, TType> machine);
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public void Process(double delta);
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public void PhysicsProcess(double delta);
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@ -6,6 +6,8 @@ public abstract partial class ModuleBase<TKey, TType> : Node2D, IModule<TKey, TT
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where TKey : notnull
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where TType : Node
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{
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public abstract void EnterState(TKey state);
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public abstract void ExitState(TKey state);
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public abstract void Init(IStateMachine<TKey, TType> machine);
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public abstract void Process(double delta);
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public abstract void PhysicsProcess(double delta);
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@ -79,6 +79,7 @@ public partial class Active : PlayerStateBase
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public override void EnterState()
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{
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base.EnterState();
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// enable sprite
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// enable crosshair
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_crosshairProvider.Show();
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@ -90,6 +91,7 @@ public partial class Active : PlayerStateBase
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public override void ExitState()
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{
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base.ExitState();
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_animationProvider.SetAnimation(Vector2.Zero);
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_crosshairProvider.Hide();
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_hitboxSpriteProvider.Hide();
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110
Scripts/Components/FSM/Player/PlayerFSMItemUseModule.cs
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110
Scripts/Components/FSM/Player/PlayerFSMItemUseModule.cs
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@ -0,0 +1,110 @@
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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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@ -0,0 +1 @@
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uid://d0bebi2vn171l
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@ -7,8 +7,11 @@ public abstract partial class PlayerArea2DModule : Area2D, IModule<PlayerState,
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public IStateMachine<PlayerState, CharacterBody2D> StateMachine { get; private set; }
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public CharacterBody2D CharacterBody => StateMachine.MainObject;
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public abstract void EnterState(PlayerState state);
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public abstract void ExitState(PlayerState state);
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public virtual void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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StateMachine = machine;
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@ -4,6 +4,16 @@ namespace Cirno.Scripts.Components.FSM;
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public partial class TestModule : ModuleBase<PlayerState, CharacterBody2D>
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{
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public override void EnterState(PlayerState state)
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{
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}
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public override void ExitState(PlayerState state)
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{
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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GD.Print($"Module Init {Name}");
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