mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:35:34 +00:00
Migrated player state machine
This commit is contained in:
parent
bb3cdefaa2
commit
9c3f22760b
19 changed files with 108 additions and 69 deletions
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@ -11,18 +11,18 @@ public partial class LevelTeleporter : Teleporter
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[Export]
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public string LevelPath {get; private set;}
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protected override async Task Teleport(PlayerStateMachine player)
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protected override async Task Teleport(IStateMachine<PlayerState, CharacterBody2D> player)
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{
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if (string.IsNullOrWhiteSpace(LevelPath)) return;
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//player.RequestMovementDisable(true);
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player.SetState((int)PlayerState.Cutscene);
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player.SetState(PlayerState.Cutscene);
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await TweenPlayer(player);
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await TweenPlayer(player.MainObject);
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_particles.Emitting = true;
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//await player.Teleport();
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player.SetState((int)PlayerState.UnTeleporting);
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player.SetState(PlayerState.UnTeleporting);
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await Task.Delay((int)(0.6f * 1000));
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await Task.Delay((int)(TeleportAnimationLength * 1000));
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@ -37,7 +37,7 @@ public partial class PlayerMover : ChainActivable
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private async Task MovePlayer()
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{
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//_gameManager.Player.RequestMovementDisable(true);
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_gameManager.Player.SetState((int)PlayerState.Cutscene);
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_gameManager.Player.SetState(PlayerState.Cutscene);
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Tween tween = GetTree().CreateTween();
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tween.SetEase(EaseType);
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@ -48,7 +48,7 @@ public partial class PlayerMover : ChainActivable
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await ToSignal(tween, "finished");
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//_gameManager.Player.RequestMovementDisable(false);
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_gameManager.Player.SetState((int)PlayerState.Cutscene);
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_gameManager.Player.SetState(PlayerState.Cutscene);
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ActivateTargets();
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}
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@ -114,9 +114,10 @@ private AudioStreamPlayer2D _teleportEndSound;
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_particleTimer = 0;
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}
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private void _on_body_entered(CharacterBody2D area)
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private void _on_area_entered(Area2D area)
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{
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if (area is not PlayerStateMachine player) return;
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if (!IsEnabled) return;
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if (area is not InteractionController interactionController) return;
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if (!IsPrimed)
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{
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@ -130,16 +131,16 @@ private AudioStreamPlayer2D _teleportEndSound;
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// Call Teleport here
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_ = Teleport(player);
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_ = Teleport(interactionController.StateMachine);
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}
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protected virtual async Task Teleport(PlayerStateMachine player)
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protected virtual async Task Teleport(IStateMachine<PlayerState, CharacterBody2D> player)
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{
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if (Target is null) return;
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//player.RequestMovementDisable(true);
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player.SetState((int)PlayerState.Cutscene);
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player.SetState(PlayerState.Cutscene);
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await TweenPlayer(player);
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await TweenPlayer(player.MainObject);
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PlayTeleportStartSound();
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@ -147,21 +148,21 @@ private AudioStreamPlayer2D _teleportEndSound;
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FireParticles();
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//await player.Teleport();
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player.SetState((int)PlayerState.Teleporting);
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player.SetState(PlayerState.Teleporting);
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await Task.Delay((int)(0.6f * 1000));
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await Task.Delay((int)(TeleportAnimationLength * 1000));
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Target.PrepareForReceiving();
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player.GlobalPosition = Target.GlobalPosition + TeleportOffset;
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player.MainObject.GlobalPosition = Target.GlobalPosition + TeleportOffset;
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Target.PlayTeleportEndSound();
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//await player.UnTeleport();
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player.SetState((int)PlayerState.UnTeleporting);
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player.SetState(PlayerState.UnTeleporting);
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await Task.Delay((int)(0.6f * 1000));
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//player.RequestMovementDisable(false);
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player.SetState((int)PlayerState.Active);
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player.SetState(PlayerState.Active);
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}
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public void PlayTeleportStartSound()
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@ -174,7 +175,7 @@ private AudioStreamPlayer2D _teleportEndSound;
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_teleportEndSound?.Play();
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}
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protected async Task TweenPlayer(PlayerStateMachine player)
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protected async Task TweenPlayer(CharacterBody2D player)
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{
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await player.TweenGlobalPosition(GlobalPosition + new Vector2(0, -4f), TeleportAnimationLength).PlayAsync(CancellationToken.None);
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@ -23,7 +23,7 @@ public partial class ActivationProvider : Area2D
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[Signal]
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public delegate void InteractableAreaExitedEventHandler(Interactable interactable);
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public void Init(ActorStateMachine actor)
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public void Init(CharacterBody2D actor)
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{
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if (SelectorScene is not null && _selector is null)
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{
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@ -78,7 +78,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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{
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GameManager.Instance.CameraTargetObject(_parent);
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//GameManager.Instance.Player.RequestMovementDisable(true);
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GameManager.Instance.Player.SetState((int)PlayerState.Controlling);
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GameManager.Instance.Player.SetState(PlayerState.Controlling);
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_previousAiState = _actorAi.Ai;
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_actorAi.Ai = AiState.Controlled;
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@ -94,7 +94,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
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GameManager.Instance.CameraTargetPlayer();
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//GameManager.Instance.Player.RequestMovementDisable(false);
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GameManager.Instance.Player.SetState((int)PlayerState.Active);
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GameManager.Instance.Player.SetState(PlayerState.Active);
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DamageReceiver.BulletGroup = BulletOwner.Enemy;
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@ -35,6 +35,11 @@ public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TTyp
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}
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}
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protected void ChangeState(TKey newState)
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{
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_stateMachine.SetState(newState);
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}
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public abstract void EnterState();
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public abstract void ExitState();
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@ -4,8 +4,9 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Active : PlayerFSMState
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public partial class Active : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Active;
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private Vector2 _movementDirection { get; set; }
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public Vector2 FacingDirection { get; private set; } = Vector2.Down;
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@ -36,18 +37,16 @@ public partial class Active : PlayerFSMState
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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private PlayerStateMachine _player;
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private CharacterBody2D _player;
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private Hud _hud;
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public override void Init(ActorStateMachine stateMachine)
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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base.Init(stateMachine);
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base.Init(machine);
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_hud = Hud.Instance;
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_player = (PlayerStateMachine)stateMachine;
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_damageReceiver.Death += () =>
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{
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ChangeState(PlayerState.Dead);
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@ -70,12 +69,12 @@ public partial class Active : PlayerFSMState
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_damageReceiver.RefillHealth();
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_damageReceiver.RefillShield();
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_activationProvider.Init(stateMachine);
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_activationProvider.Init(MainObject);
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//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
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//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
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_weaponProvider.Init(stateMachine);
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_weaponProvider.Init(MainObject);
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}
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public override void EnterState()
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@ -102,9 +101,9 @@ public partial class Active : PlayerFSMState
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public override void PhysicsProcessState(double delta)
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{
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_stateMachine.Velocity = _movementDirection * MovementSpeed;
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MainObject.Velocity = _movementDirection * MovementSpeed;
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_stateMachine.MoveAndSlide();
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MainObject.MoveAndSlide();
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}
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public override void ProcessState(double delta)
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@ -130,7 +129,7 @@ public partial class Active : PlayerFSMState
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}
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}
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_animationProvider.SetAnimation(_stateMachine.Velocity);
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_animationProvider.SetAnimation(MainObject.Velocity);
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_crosshairProvider.UpdatePosition(FacingDirection);
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@ -2,8 +2,9 @@
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Controlling : PlayerFSMState
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public partial class Controlling : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Controlling;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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@ -2,8 +2,9 @@
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Cutscene : PlayerFSMState
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public partial class Cutscene : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Cutscene;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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@ -19,7 +20,7 @@ public partial class Cutscene : PlayerFSMState
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public override void ProcessState(double delta)
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{
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_animationProvider.SetAnimation(_stateMachine.Velocity);
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_animationProvider.SetAnimation(MainObject.Velocity);
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}
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public override void PhysicsProcessState(double delta)
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@ -3,8 +3,10 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Dead : PlayerFSMState
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public partial class Dead : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Dead;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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@ -13,30 +15,19 @@ public partial class Dead : PlayerFSMState
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[Export]
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private ActorResourceProvider _healthProvider;
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private GameManager _gameManager;
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private Hud _hud;
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public override void Init(ActorStateMachine stateMachine)
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{
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base.Init(stateMachine);
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_gameManager = GameManager.Instance;
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_hud = Hud.Instance;
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}
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public override void EnterState()
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{
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_animationProvider.PlayDeathAnimation();
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// show game over
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_hud.ShowGameOver();
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Hud.Instance.ShowGameOver();
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}
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public override void ExitState()
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{
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// Hide game over
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_hud.HideGameOver();
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Hud.Instance.HideGameOver();
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}
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public override void ProcessState(double delta)
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@ -55,10 +46,10 @@ public partial class Dead : PlayerFSMState
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public void Respawn()
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{
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_stateMachine.GlobalPosition = _gameManager.LastCheckpointPosition;
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MainObject.GlobalPosition = GameManager.Instance.LastCheckpointPosition;
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_healthProvider.FillResource();
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_gameManager.ClearBullets();
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GameManager.Instance.ClearBullets();
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_stateMachine.SetState((int)PlayerState.Active);
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ChangeState(PlayerState.Active);
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}
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}
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@ -4,8 +4,10 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Init : PlayerFSMState
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public partial class Init : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Init;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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public override void EnterState()
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@ -32,6 +34,6 @@ public partial class Init : PlayerFSMState
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private async Task AutoSwitchToStart()
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{
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await Task.Delay(500);
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_stateMachine.SetState((int)PlayerState.Active);
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StateMachine.SetState(PlayerState.Active);
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}
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}
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8
Scripts/Components/FSM/Player/PlayerStateBase.cs
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8
Scripts/Components/FSM/Player/PlayerStateBase.cs
Normal file
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@ -0,0 +1,8 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public abstract partial class PlayerStateBase : BaseState<PlayerState, CharacterBody2D>
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{
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}
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@ -2,8 +2,10 @@
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Teleporting : PlayerFSMState
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public partial class Teleporting : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Init;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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@ -2,8 +2,10 @@
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class UnTeleporting : PlayerFSMState
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public partial class UnTeleporting : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.UnTeleporting
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;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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18
Scripts/Components/FSM/PlayerArea2DModule.cs
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18
Scripts/Components/FSM/PlayerArea2DModule.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 abstract partial class PlayerArea2DModule : Area2D, IModule<PlayerState, CharacterBody2D>
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{
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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 virtual void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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StateMachine = machine;
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}
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public abstract void Process(double delta);
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public abstract void PhysicsProcess(double delta);
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}
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@ -3,15 +3,8 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public partial class PlayerStateMachine : ActorStateMachine
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public partial class PlayerStateMachine : StateMachineBase<PlayerState, CharacterBody2D>
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{
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[Export]
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public PlayerState InitialState { get; private set; }
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public override void _Ready()
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{
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base._Ready();
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this.SetState((int)InitialState);
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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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@ -30,7 +30,7 @@ public partial class ControlEnemyEvent : EventResource
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if (_parent.GetNode<Node2D>(Target) is Enemy enemy)
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{
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_gameManager.CameraTargetObject(enemy);
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GameManager.Instance.Player.SetState((int)PlayerState.Controlling);
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GameManager.Instance.Player.SetState(PlayerState.Controlling);
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// _gameManager.Player.RequestMovementDisable(true);
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enemy.AssumeControl();
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// TODO: Do this on the enemy as a module instead
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@ -35,7 +35,7 @@ public partial class MovePlayerEvent : EventResource
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protected async Task MovePlayer()
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{
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GameManager.Instance.Player.SetState((int)PlayerState.Cutscene);
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GameManager.Instance.Player.SetState(PlayerState.Cutscene);
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//_gameManager.Player.RequestMovementDisable(true);
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Tween tween = _gameManager.GetTree().CreateTween();
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@ -46,7 +46,7 @@ public partial class MovePlayerEvent : EventResource
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// Wait for the tween to finish
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await ToSignal(tween, "finished");
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GameManager.Instance.Player.SetState((int)PlayerState.Active);
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GameManager.Instance.Player.SetState(PlayerState.Active);
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//_gameManager.Player.RequestMovementDisable(false);
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_isComplete = true;
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