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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:45:33 +00:00
New FSM
This commit is contained in:
parent
b0d5edc84e
commit
5a09b7fcd1
18 changed files with 229 additions and 3 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=38 format=4 uid="uid://dqyfnby0t7gu1"]
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[gd_scene load_steps=43 format=4 uid="uid://dqyfnby0t7gu1"]
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[ext_resource type="Script" uid="uid://doxmbokehw8ci" path="res://Scripts/GameManager.cs" id="1_c3v4x"]
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[ext_resource type="Resource" uid="uid://cs3ihltcn2166" path="res://Resources/Items/IcicleGun.tres" id="3_6314l"]
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@ -32,11 +32,14 @@
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[ext_resource type="Resource" uid="uid://dau0s8ob7qnpc" path="res://Resources/Items/IceShotgun.tres" id="22_4gtx8"]
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[ext_resource type="Resource" uid="uid://ct1fa2huvy34n" path="res://Resources/Items/Ammo1.tres" id="23_1ajuh"]
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[ext_resource type="PackedScene" uid="uid://bjskkeb3ppcs8" path="res://Scenes/Actors/Turret360.tscn" id="24_rff8l"]
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[ext_resource type="Script" uid="uid://ht8lw77ouq1k" path="res://Scripts/Components/FSM/NodeClassTest.cs" id="33_k6t8d"]
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[ext_resource type="Script" uid="uid://bgertv72tq1dt" path="res://Scripts/Components/FSM/NewPlayerStateMachine.cs" id="34_2vu2h"]
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[ext_resource type="Script" uid="uid://btwuahxvreivs" path="res://Scripts/Components/FSM/Player/NewInit.cs" id="35_mpb62"]
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[sub_resource type="Resource" id="Resource_6wo78"]
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script = ExtResource("4_u1i8n")
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EggIndex = 0
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StartingEquipment = Array[ExtResource("5_u1i8n")]([])
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StartingEquipment = []
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_rff8l"]
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size = Vector2(30, 52.5)
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@ -50,6 +53,10 @@ colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_4gtx8"]
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gradient = SubResource("Gradient_2vu2h")
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[sub_resource type="CircleShape2D" id="CircleShape2D_2vu2h"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_mpb62"]
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[node name="GameScene" type="Node2D"]
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process_mode = 3
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script = ExtResource("1_c3v4x")
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@ -57,7 +64,7 @@ PlayerTemplate = ExtResource("8_c3v4x")
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SpawnMarkers = Dictionary[int, NodePath]({
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0: NodePath("PlayerStartPosition")
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})
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StartingEquipment = Array[ExtResource("5_u1i8n")]([ExtResource("3_6314l"), ExtResource("4_yyg8m")])
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StartingEquipment = [ExtResource("3_6314l"), ExtResource("4_yyg8m")]
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MapStartData = SubResource("Resource_6wo78")
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[node name="Tilemaps" type="Node2D" parent="."]
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@ -193,3 +200,22 @@ script = ExtResource("13_8fnge")
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[node name="AudioStreamPlayer2D" parent="." instance=ExtResource("14_q7rh4")]
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process_mode = 3
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autoplay = true
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[node name="Nodetest" type="Node2D" parent="."]
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[node name="CharacterBody2D" type="CharacterBody2D" parent="Nodetest"]
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script = ExtResource("33_k6t8d")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Nodetest/CharacterBody2D"]
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shape = SubResource("CircleShape2D_2vu2h")
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[node name="Body" type="CharacterBody2D" parent="Nodetest"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Nodetest/Body"]
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shape = SubResource("CircleShape2D_mpb62")
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[node name="FSM" type="Node2D" parent="Nodetest/Body"]
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script = ExtResource("34_2vu2h")
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[node name="Init" type="Node2D" parent="Nodetest/Body/FSM"]
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script = ExtResource("35_mpb62")
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28
Scripts/Components/FSM/BaseState.cs
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28
Scripts/Components/FSM/BaseState.cs
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@ -0,0 +1,28 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class BaseState<TKey, TType> : Node2D, IState<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 TKey StateId { get; }
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public IStateMachine<TKey, TType> StateMachine => _stateMachine;
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private IStateMachine<TKey, TType> _stateMachine;
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public TType MainObject => _stateMachine.MainObject;
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public virtual void Init(IStateMachine<TKey, TType> machine)
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{
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_stateMachine = machine;
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}
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public abstract void EnterState();
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public abstract void ExitState();
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public abstract void ProcessState(double delta);
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public abstract void PhysicsProcessState(double delta);
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}
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1
Scripts/Components/FSM/BaseState.cs.uid
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1
Scripts/Components/FSM/BaseState.cs.uid
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@ -0,0 +1 @@
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uid://dfx3ry6bq62qb
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6
Scripts/Components/FSM/Door/DoorFSM.cs
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6
Scripts/Components/FSM/Door/DoorFSM.cs
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@ -0,0 +1,6 @@
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namespace Cirno.Scripts.Components.FSM.Door;
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public class DoorFSM
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{
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}
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1
Scripts/Components/FSM/Door/DoorFSM.cs.uid
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1
Scripts/Components/FSM/Door/DoorFSM.cs.uid
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@ -0,0 +1 @@
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uid://y7d8x23abje2
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6
Scripts/Components/FSM/IModule.cs
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6
Scripts/Components/FSM/IModule.cs
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@ -0,0 +1,6 @@
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namespace Cirno.Scripts.Components.FSM;
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public interface IModule
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{
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}
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18
Scripts/Components/FSM/IState.cs
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18
Scripts/Components/FSM/IState.cs
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@ -0,0 +1,18 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public interface IState<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 TKey StateId { get; }
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public IStateMachine<TKey, TType> StateMachine { get; }
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public void Init(IStateMachine<TKey, TType> machine);
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public void EnterState();
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public void ExitState();
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public void ProcessState(double delta);
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public void PhysicsProcessState(double delta);
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}
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17
Scripts/Components/FSM/IStateMachine.cs
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17
Scripts/Components/FSM/IStateMachine.cs
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@ -0,0 +1,17 @@
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using System.Collections.Generic;
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public interface IStateMachine<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 Dictionary<TKey, IState<TKey, TType>> States { get; set; }
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protected TKey CurrentStateIndex { get; set; }
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public IState<TKey, TType> CurrentState { get; }
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public TKey InitialState { get; }
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public void SetState(TKey stateId);
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public TType MainObject { get; }
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}
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8
Scripts/Components/FSM/ModuleBase.cs
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8
Scripts/Components/FSM/ModuleBase.cs
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@ -0,0 +1,8 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public partial class ModuleBase : Node2D, IModule
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{
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}
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1
Scripts/Components/FSM/ModuleBase.cs.uid
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1
Scripts/Components/FSM/ModuleBase.cs.uid
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@ -0,0 +1 @@
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uid://dgsf8t1a156jl
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11
Scripts/Components/FSM/NewPlayerStateMachine.cs
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11
Scripts/Components/FSM/NewPlayerStateMachine.cs
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@ -0,0 +1,11 @@
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using System.Collections.Generic;
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public partial class NewPlayerStateMachine : StateMachineBase<PlayerState, CharacterBody2D>
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{
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[Export] public override PlayerState InitialState { get; protected set; } = PlayerState.Init;
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}
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1
Scripts/Components/FSM/NewPlayerStateMachine.cs.uid
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1
Scripts/Components/FSM/NewPlayerStateMachine.cs.uid
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@ -0,0 +1 @@
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uid://bgertv72tq1dt
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8
Scripts/Components/FSM/NodeClassTest.cs
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8
Scripts/Components/FSM/NodeClassTest.cs
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@ -0,0 +1,8 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public partial class NodeClassTest : Node2D
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{
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}
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1
Scripts/Components/FSM/NodeClassTest.cs.uid
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1
Scripts/Components/FSM/NodeClassTest.cs.uid
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@ -0,0 +1 @@
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uid://ht8lw77ouq1k
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33
Scripts/Components/FSM/Player/NewInit.cs
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33
Scripts/Components/FSM/Player/NewInit.cs
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@ -0,0 +1,33 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class NewInit : BaseState<PlayerState, CharacterBody2D>
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{
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public PlayerState StateId => PlayerState.Init;
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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base.Init(machine);
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}
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public override void EnterState()
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{
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GD.Print($"{Name} Entered");
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}
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public override void ExitState()
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{
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GD.Print($"{Name} Exited");
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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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}
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}
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1
Scripts/Components/FSM/Player/NewInit.cs.uid
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1
Scripts/Components/FSM/Player/NewInit.cs.uid
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@ -0,0 +1 @@
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uid://btwuahxvreivs
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58
Scripts/Components/FSM/StateMachineBase.cs
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58
Scripts/Components/FSM/StateMachineBase.cs
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@ -0,0 +1,58 @@
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using System.Collections.Generic;
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class StateMachineBase<TKey, TType> : Node2D, IStateMachine<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 Dictionary<TKey, IState<TKey, TType>> States { get; set; } = new();
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public TKey CurrentStateIndex { get; set; }
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public IState<TKey, TType> CurrentState => States[CurrentStateIndex];
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public abstract TKey InitialState { get; protected set; }
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private TType _mainObject;
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public TType MainObject => _mainObject;
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public override void _Ready()
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{
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_mainObject = this.GetParent<TType>();
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var children = GetChildren();
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foreach (var child in children)
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{
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if (child is IState<TKey, TType> state)
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{
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States.Add(state.StateId, state);
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state.Init(this);
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}
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}
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GD.Print("FSM Ready");
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SetState(InitialState);
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}
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public void SetState(TKey stateId)
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{
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if (CurrentStateIndex is not null)
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{
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CurrentState.ExitState();
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}
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CurrentStateIndex = stateId;
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CurrentState.EnterState();
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}
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public override void _Process(double delta)
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{
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if (CurrentStateIndex is null) return;
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CurrentState.ProcessState(delta);
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}
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public override void _PhysicsProcess(double delta)
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{
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if (CurrentStateIndex is null) return;
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CurrentState.PhysicsProcessState(delta);
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}
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}
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1
Scripts/Components/FSM/StateMachineBase.cs.uid
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1
Scripts/Components/FSM/StateMachineBase.cs.uid
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uid://b3egnis61ecrg
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