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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Add FSM components for player and enemy state management, including initialization and module resolution
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18683c0680
commit
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57 changed files with 526 additions and 506 deletions
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@ -1,5 +1,4 @@
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using System.Threading.Tasks;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.Actors._3D;
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using Cirno.Scripts.Utils;
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using Godot;
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@ -14,39 +13,34 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
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[Export] private InputProvider _inputProvider;
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[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
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[Export] public IsoPlayerStorageModule Storage { get; private set; }
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private IsoPlayerStorageModule Storage { get; set; }
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[Export] public PlayerDamageReceiver3D DamageReceiver { get; private set; }
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//[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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base.Init(machine);
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//_hud = Hud.Instance;
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if (machine is IsoPlayerStateMachine sm)
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Storage = sm.Storage;
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DamageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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DamageReceiver.HealthDecreased += (value, newValue, maxValue) =>
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{
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AnimationProvider.Blink();
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};
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DamageReceiver.HealthDecreased += (_, _, _) =>
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{
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AnimationProvider.Blink();
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};
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DamageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
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{
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AnimationProvider.PlayShieldAnimation();
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};
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DamageReceiver.ShieldDecreased += (_, _, _) =>
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{
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AnimationProvider.PlayShieldAnimation();
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};
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DamageReceiver.Init(StateMachine);
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DamageReceiver.RefillHealth();
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DamageReceiver.RefillShield();
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//_activationProvider.Init(MainObject);
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//_weaponProvider.Init(MainObject);
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}
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public override void EnterState()
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@ -78,19 +72,10 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
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DamageReceiver.Enabled = false;
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_canOpenInventory = true;
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// _activationProvider.Enabled = false;
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// _activation_provider.Enabled = false;
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// _interactionController.Enabled = false;
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}
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public override void PhysicsProcessState(double delta)
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{
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// Reset at start of frame
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//MainObject.Velocity = Vector2.Zero;
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// Process modules
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base.PhysicsProcessState(delta);
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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@ -102,14 +87,13 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
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}
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private bool _canOpenInventory = true;
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private double _inventoryCooldown = 0;
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private double _inventoryCooldown;
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private void HandleInputHotkeys(double delta)
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{
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if (_canOpenInventory && _inputProvider.GetInventoryJustPressed())
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{
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_canOpenInventory = false;
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GameStateManager.SetState(GameState.Inventory);
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return;
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}
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@ -127,7 +111,6 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
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if (_inputProvider.GetPauseJustPressed())
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{
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GameStateManager.Instance.Pause();
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return;
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}
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}
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