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

@ -11,21 +11,22 @@ public partial class Idle : EnemyStateBase
// Scan for player, move to alert if found
// Receive damage, move to alert if received
[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; }
// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
// {
// base.Init(machine);
// }
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
}
public override void EnterState()
{
base.EnterState();