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

@ -7,15 +7,23 @@ public partial class Idle : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Idle;
[Export] public EnemyStorage3D Storage { get; private set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
[Export] public bool DebugEnabled { get; set; } = false;
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
public override void EnterState()
{
base.EnterState();