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

@ -8,16 +8,26 @@ public partial class Alert : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Alert;
[Export] public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export] public PlayerDetectionModule PlayerDetection { get; private set; }
private PlayerDetectionModule PlayerDetection { get; set; }
[Export] public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export] public NavigationMovementModule NavigationModule { get; private set; }
private NavigationMovementModule NavigationModule { get; set; }
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
// Try to resolve modules via the state machine so the same modules can be reused without per-state exports
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
}
public override void EnterState()
{
base.EnterState();
@ -25,8 +35,6 @@ public partial class Alert : EnemyStateBase
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
//GD.Print($"Player In Range: {_isPlayerInRange}");
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;