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

@ -9,17 +9,13 @@ public partial class Shooting : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Shooting;
[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; }
// [Export] public float MaxStrafeDistance { get; private set; } = 64f;
// [Export] public float MinStrafeDistance { get; private set; } = 16f;
@ -34,6 +30,15 @@ public partial class Shooting : EnemyStateBase
private double _responseTimer = 0;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
}
public override void EnterState()
{
base.EnterState();