Implemented battery weapons

This commit is contained in:
Marco 2025-08-13 16:51:56 +02:00
commit 54fa750bca
20 changed files with 372 additions and 264 deletions

View file

@ -6,5 +6,6 @@ public partial class IsoPlayerStateMachine : StateMachineBase<PlayerState,Charac
{
[Export] public override PlayerState InitialState { get; protected set; } = PlayerState.Init;
[Export] public IsoPlayerStorageModule Storage { get; private set; }
}

View file

@ -1,10 +1,14 @@
using Godot;
using Cirno.Scripts.Components.Actors;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class IsoPlayerStorageModule : Node
{
[Export] public IsoPlayerFSMProxy Root { get; private set; }
[Export] public ActorResourceProvider Shield { get; private set; }
public Node RootAsNode => Root;
public Vector2 FacingDirection { get; set; } = Vector2.Down;

View file

@ -229,7 +229,7 @@ public partial class PlayerWeaponProvider3D : Node
weapon.WeaponData = startingItem.WeaponData3D;
weapon.Sprite.Texture = startingItem.InventorySprite;
weapon.Init();
this.AddWeapon(weapon);
return weapon;
}

View file

@ -36,6 +36,7 @@ public partial class Shooting : EnemyStateBase3D
//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
_currentStrafeTarget = null;