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Implemented battery weapons
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d5c22045b7
commit
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20 changed files with 372 additions and 264 deletions
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@ -6,5 +6,6 @@ public partial class IsoPlayerStateMachine : StateMachineBase<PlayerState,Charac
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{
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[Export] public override PlayerState InitialState { get; protected set; } = PlayerState.Init;
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[Export] public IsoPlayerStorageModule Storage { get; private set; }
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}
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@ -1,10 +1,14 @@
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using Godot;
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using Cirno.Scripts.Components.Actors;
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoPlayerStorageModule : Node
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{
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[Export] public IsoPlayerFSMProxy Root { get; private set; }
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[Export] public ActorResourceProvider Shield { get; private set; }
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public Node RootAsNode => Root;
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public Vector2 FacingDirection { get; set; } = Vector2.Down;
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@ -229,7 +229,7 @@ public partial class PlayerWeaponProvider3D : Node
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weapon.WeaponData = startingItem.WeaponData3D;
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weapon.Sprite.Texture = startingItem.InventorySprite;
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weapon.Init();
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this.AddWeapon(weapon);
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return weapon;
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}
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@ -36,6 +36,7 @@ public partial class Shooting : EnemyStateBase3D
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//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
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EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
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EquippedWeapon.Init();
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_currentStrafeTarget = null;
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