Spider bomb in FSM

This commit is contained in:
Maddo 2025-03-08 11:33:26 +01:00
commit 4913eba12e
20 changed files with 300 additions and 48 deletions

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@ -0,0 +1,6 @@
namespace Cirno.Scripts.Components.Actors;
public class RotationCrosshairModule
{
}

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@ -27,11 +27,9 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
foreach (var node in _moduleNodes)
{
if (node is IModule<TKey, TType> module)
{
_modules.Add(module);
module.Init(_stateMachine);
}
if (node is not IModule<TKey, TType> module) continue;
_modules.Add(module);
module.Init(_stateMachine);
}
}
@ -40,9 +38,21 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
_stateMachine.SetState(newState);
}
public abstract void EnterState();
public virtual void EnterState()
{
foreach (var module in _modules)
{
module.EnterState(StateId);
}
}
public abstract void ExitState();
public virtual void ExitState()
{
foreach (var module in _modules)
{
module.ExitState(StateId);
}
}
public virtual void ProcessState(double delta)
{

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@ -6,6 +6,8 @@ public interface IModule<TKey, TType>
where TKey : notnull
where TType : Node
{
public void EnterState(TKey state);
public void ExitState(TKey state);
public void Init(IStateMachine<TKey, TType> machine);
public void Process(double delta);
public void PhysicsProcess(double delta);

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@ -6,6 +6,8 @@ public abstract partial class ModuleBase<TKey, TType> : Node2D, IModule<TKey, TT
where TKey : notnull
where TType : Node
{
public abstract void EnterState(TKey state);
public abstract void ExitState(TKey state);
public abstract void Init(IStateMachine<TKey, TType> machine);
public abstract void Process(double delta);
public abstract void PhysicsProcess(double delta);

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@ -79,6 +79,7 @@ public partial class Active : PlayerStateBase
public override void EnterState()
{
base.EnterState();
// enable sprite
// enable crosshair
_crosshairProvider.Show();
@ -90,6 +91,7 @@ public partial class Active : PlayerStateBase
public override void ExitState()
{
base.ExitState();
_animationProvider.SetAnimation(Vector2.Zero);
_crosshairProvider.Hide();
_hitboxSpriteProvider.Hide();

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@ -0,0 +1,110 @@
using System;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterBody2D>
{
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;
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;
GD.Print("Used spiderbomb in player");
switch (item.Item)
{
case ItemTypes.KeycardRed:
break;
case ItemTypes.KeycardBlue:
break;
case ItemTypes.KeycardGreen:
break;
case ItemTypes.Ammo:
break;
case ItemTypes.Medkit:
break;
case ItemTypes.FrogBomb:
SpawnSpiderBomb(item);
break;
case ItemTypes.Bomb:
break;
case ItemTypes.Mine:
break;
case ItemTypes.Battery:
break;
case ItemTypes.Weapon:
break;
case ItemTypes.Power:
break;
case ItemTypes.Points:
break;
case ItemTypes.Credits:
break;
case ItemTypes.KeyItem:
break;
}
}
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.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);
};
}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
}

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@ -0,0 +1 @@
uid://d0bebi2vn171l

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@ -7,8 +7,11 @@ public abstract partial class PlayerArea2DModule : Area2D, IModule<PlayerState,
public IStateMachine<PlayerState, CharacterBody2D> StateMachine { get; private set; }
public CharacterBody2D CharacterBody => StateMachine.MainObject;
public abstract void EnterState(PlayerState state);
public abstract void ExitState(PlayerState state);
public virtual void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
StateMachine = machine;

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@ -4,6 +4,16 @@ namespace Cirno.Scripts.Components.FSM;
public partial class TestModule : ModuleBase<PlayerState, CharacterBody2D>
{
public override void EnterState(PlayerState state)
{
}
public override void ExitState(PlayerState state)
{
}
public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
GD.Print($"Module Init {Name}");