mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 08:55:35 +00:00
Strafing and crosshair for FSM player
This commit is contained in:
parent
5073cfea70
commit
af0261ce8e
6 changed files with 170 additions and 23 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=10 format=3 uid="uid://c4pr2707hbeph"]
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[gd_scene load_steps=21 format=3 uid="uid://c4pr2707hbeph"]
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[ext_resource type="Script" uid="uid://bw2hakslndaxm" path="res://Scripts/Components/FSM/PlayerStateMachine.cs" id="1_mpmil"]
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[ext_resource type="Script" uid="uid://chwqogny2v8t1" path="res://Scripts/Components/FSM/Player/Init.cs" id="2_i6wc8"]
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@ -8,9 +8,59 @@
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[ext_resource type="PackedScene" uid="uid://crry0rgk7a8sm" path="res://Scenes/Weapons/BaseWeapon.tscn" id="6_8dcio"]
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[ext_resource type="Script" uid="uid://bo5sgbv1t8ril" path="res://Scripts/Components/Actors/PlayerAnimationProvider.cs" id="7_pmkfo"]
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[ext_resource type="Script" uid="uid://dq338w2lw5phl" path="res://Scripts/Components/Actors/KeyboardInputProvider.cs" id="8_i6wc8"]
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[ext_resource type="Script" uid="uid://d208gvthkstvc" path="res://Scripts/Components/Actors/PlayerCrosshairProvider.cs" id="9_s0ir4"]
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[ext_resource type="Texture2D" uid="uid://cfrvb1moh857m" path="res://Sprites/Crosshair.png" id="10_8dcio"]
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[ext_resource type="Script" uid="uid://3jxrxcqp3ndr" path="res://Scripts/Components/Actors/PlayerHitboxSpriteProvider.cs" id="10_gp3hw"]
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[ext_resource type="Texture2D" uid="uid://bwjrdlnysft15" path="res://Sprites/Actors/Focus_Circle.png" id="12_8dcio"]
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[ext_resource type="Texture2D" uid="uid://bf37ce6jskdel" path="res://Sprites/SmallHitbox.png" id="13_pmkfo"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_b3hxm"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_pmkfo"]
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atlas = ExtResource("10_8dcio")
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region = Rect2(0, 0, 8, 8)
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[sub_resource type="SpriteFrames" id="SpriteFrames_n5ijo"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_pmkfo")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[sub_resource type="AtlasTexture" id="AtlasTexture_n5ijo"]
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atlas = ExtResource("12_8dcio")
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region = Rect2(0, 0, 32, 32)
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[sub_resource type="SpriteFrames" id="SpriteFrames_igu66"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_n5ijo")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[sub_resource type="AtlasTexture" id="AtlasTexture_igu66"]
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atlas = ExtResource("13_pmkfo")
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region = Rect2(0, 0, 4, 4)
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[sub_resource type="SpriteFrames" id="SpriteFrames_5qlss"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_igu66")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[node name="FSMPlayer" type="CharacterBody2D"]
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collision_layer = 2
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collision_mask = 97
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@ -21,10 +71,12 @@ InitialState = 1
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[node name="Init" type="Node2D" parent="."]
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script = ExtResource("2_i6wc8")
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[node name="Active" type="Node2D" parent="." node_paths=PackedStringArray("_weaponProvider", "_animationProvider", "_inputProvider")]
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[node name="Active" type="Node2D" parent="." node_paths=PackedStringArray("_weaponProvider", "_animationProvider", "_crosshairProvider", "_hitboxSpriteProvider", "_inputProvider")]
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script = ExtResource("3_3tuio")
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_weaponProvider = NodePath("../WeaponProvider")
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_animationProvider = NodePath("../AnimationProvider")
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_crosshairProvider = NodePath("../CrosshairProvider")
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_hitboxSpriteProvider = NodePath("../StrafeSpriteProvider")
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_inputProvider = NodePath("../InputProvider")
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State = 1
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@ -45,3 +97,25 @@ _animatedSprite = NodePath("../AnimatedSprite2D")
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[node name="InputProvider" type="Node2D" parent="."]
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script = ExtResource("8_i6wc8")
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[node name="CrosshairProvider" type="Node2D" parent="." node_paths=PackedStringArray("AnimatedSprite")]
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script = ExtResource("9_s0ir4")
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AnimatedSprite = NodePath("Crosshair")
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CrosshairDistance = 35.0
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[node name="Crosshair" type="AnimatedSprite2D" parent="CrosshairProvider"]
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sprite_frames = SubResource("SpriteFrames_n5ijo")
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[node name="StrafeSpriteProvider" type="Node2D" parent="." node_paths=PackedStringArray("Hitbox", "Circle")]
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show_behind_parent = true
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script = ExtResource("10_gp3hw")
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Hitbox = NodePath("Hitbox")
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Circle = NodePath("MagicCircle")
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[node name="MagicCircle" type="AnimatedSprite2D" parent="StrafeSpriteProvider"]
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modulate = Color(1, 1, 1, 0.501961)
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sprite_frames = SubResource("SpriteFrames_igu66")
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[node name="Hitbox" type="AnimatedSprite2D" parent="StrafeSpriteProvider"]
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z_index = 2
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sprite_frames = SubResource("SpriteFrames_5qlss")
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32
Scripts/Components/Actors/PlayerCrosshairProvider.cs
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32
Scripts/Components/Actors/PlayerCrosshairProvider.cs
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@ -0,0 +1,32 @@
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class PlayerCrosshairProvider : Node2D
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{
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[Export]
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public AnimatedSprite2D AnimatedSprite { get; private set; }
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[Export]
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public float CrosshairDistance { get; private set; }
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public void UpdatePosition(Vector2 facingDirection)
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{
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AnimatedSprite.Position = CalculateCrosshairPosition(facingDirection);
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}
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private Vector2 CalculateCrosshairPosition(Vector2 facingDirection)
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{
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return facingDirection * CrosshairDistance;
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}
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public void Show()
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{
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AnimatedSprite.Show();
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}
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public void Hide()
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{
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AnimatedSprite.Hide();
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}
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}
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1
Scripts/Components/Actors/PlayerCrosshairProvider.cs.uid
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1
Scripts/Components/Actors/PlayerCrosshairProvider.cs.uid
Normal file
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@ -0,0 +1 @@
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uid://d208gvthkstvc
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35
Scripts/Components/Actors/PlayerHitboxSpriteProvider.cs
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35
Scripts/Components/Actors/PlayerHitboxSpriteProvider.cs
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@ -0,0 +1,35 @@
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using Godot;
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namespace Cirno.Scripts.Components.Actors;
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public partial class PlayerHitboxSpriteProvider : Node2D
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{
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[Export]
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public AnimatedSprite2D Hitbox { get; private set; }
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[Export]
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public AnimatedSprite2D Circle { get; private set; }
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public void SetVisibility(bool isVisible)
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{
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if (isVisible)
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{
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Show();
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}
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else
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{
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Hide();
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}
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}
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public void Show()
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{
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Hitbox.Show();
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Circle.Show();
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}
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public void Hide()
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{
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Hitbox.Hide();
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Circle.Hide();
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}
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}
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@ -0,0 +1 @@
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uid://3jxrxcqp3ndr
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@ -7,24 +7,29 @@ namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Active : PlayerFSMState
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{
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private Vector2 _movementDirection { get; set; }
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private Vector2 _facingDirection { get; set; }
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[Export] public Sprite2D HitboxSprite { get; set; }
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[Export]
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private PlayerWeaponProvider _weaponProvider;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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[Export]
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private InputProvider _inputProvider;
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private bool _isStrafing { get; set; }
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public Vector2 FacingDirection { get; private set; }
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[Export]
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public int Speed { get; set; } = 45;
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[Export]
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public int StrafeSpeed { get; set; } = 35;
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[ExportCategory("Providers")]
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[Export]
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private PlayerWeaponProvider _weaponProvider;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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[Export]
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private PlayerCrosshairProvider _crosshairProvider;
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[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
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[Export]
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private InputProvider _inputProvider;
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private bool _isStrafing;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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@ -42,12 +47,14 @@ public partial class Active : PlayerFSMState
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{
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// enable sprite
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// enable crosshair
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GD.Print(this.State.ToString());
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_crosshairProvider.Show();
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}
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public override void ExitState()
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{
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_animationProvider.SetAnimation(Vector2.Zero);
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_crosshairProvider.Hide();
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_hitboxSpriteProvider.Hide();
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}
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public override void PhysicsProcessState(double delta)
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@ -59,34 +66,31 @@ public partial class Active : PlayerFSMState
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public override void ProcessState(double delta)
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{
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_movementDirection = _inputProvider.GetMovementInput();
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_movementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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if (HitboxSprite != null)
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{
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HitboxSprite.Visible = _isStrafing;
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}
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var rightStickInput = _inputProvider.GetAimInput();
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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if (!_isStrafing)
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{
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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_facingDirection = rightStickInput.Normalized();
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FacingDirection = rightStickInput.Normalized();
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}
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else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
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{
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_facingDirection = _movementDirection;
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FacingDirection = _movementDirection;
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}
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}
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_animationProvider.SetAnimation(_stateMachine.Velocity);
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_crosshairProvider.UpdatePosition(FacingDirection);
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HandleShoot();
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// FindInteractable();
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@ -97,7 +101,7 @@ public partial class Active : PlayerFSMState
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private void HandleShoot()
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{
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this._facingDirection);
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_weaponProvider.Shoot(this.FacingDirection);
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}
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