Migrated player state machine

This commit is contained in:
Marco 2025-03-05 10:55:14 +01:00
commit 9c3f22760b
19 changed files with 108 additions and 69 deletions

View file

@ -23,7 +23,7 @@ public partial class ActivationProvider : Area2D
[Signal]
public delegate void InteractableAreaExitedEventHandler(Interactable interactable);
public void Init(ActorStateMachine actor)
public void Init(CharacterBody2D actor)
{
if (SelectorScene is not null && _selector is null)
{

View file

@ -78,7 +78,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
{
GameManager.Instance.CameraTargetObject(_parent);
//GameManager.Instance.Player.RequestMovementDisable(true);
GameManager.Instance.Player.SetState((int)PlayerState.Controlling);
GameManager.Instance.Player.SetState(PlayerState.Controlling);
_previousAiState = _actorAi.Ai;
_actorAi.Ai = AiState.Controlled;
@ -94,7 +94,7 @@ public partial class EnemyPossessionMovement : ActorFreeMovement
GameManager.Instance.CameraTargetPlayer();
//GameManager.Instance.Player.RequestMovementDisable(false);
GameManager.Instance.Player.SetState((int)PlayerState.Active);
GameManager.Instance.Player.SetState(PlayerState.Active);
DamageReceiver.BulletGroup = BulletOwner.Enemy;