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

@ -8,17 +8,14 @@ public partial class Controlled : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Controlled;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export]
private InputProvider _inputProvider;
[Export]
public PlayerCrosshairProvider CrosshairProvider { get; private set; }
private PlayerCrosshairProvider CrosshairProvider { get; set; }
[Export] public Weapon EquippedWeapon { get; private set; }
@ -28,6 +25,14 @@ public partial class Controlled : EnemyStateBase
private bool _isStrafing = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
CrosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
}
public override void EnterState()
{
base.EnterState();
@ -80,10 +85,6 @@ public partial class Controlled : EnemyStateBase
if (Input.IsActionJustPressed(ControlEndAction))
{
// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
// {
// ResumeControl();
// }
StateMachine.SetState(EnemyState.Idle);
}
@ -126,7 +127,6 @@ public partial class Controlled : EnemyStateBase
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
//StorageModule.FacingDirection = direction;
//StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
EquippedWeapon.Shoot(BulletOwner.Player);