Add FSM components for player and enemy state management, including initialization and module resolution

This commit is contained in:
MaddoScientisto 2026-02-26 23:13:57 +01:00
commit b6cc5a00e8
57 changed files with 526 additions and 506 deletions

View file

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