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Add FSM components for player and enemy state management, including initialization and module resolution
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18683c0680
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57 changed files with 526 additions and 506 deletions
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@ -9,17 +9,13 @@ public partial class Shooting : EnemyStateBase
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{
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public override EnemyState StateId => EnemyState.Shooting;
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[Export]
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public EnemyStorageModule StorageModule { get; private set; }
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private EnemyStorageModule StorageModule { get; set; }
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[Export]
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public PlayerDetectionModule PlayerDetection { get; private set; }
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private PlayerDetectionModule PlayerDetection { get; set; }
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[Export]
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public GenericDamageReceiver DamageReceiver { get; private set; }
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private GenericDamageReceiver DamageReceiver { get; set; }
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[Export]
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public NavigationMovementModule NavigationModule { get; private set; }
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private NavigationMovementModule NavigationModule { get; set; }
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// [Export] public float MaxStrafeDistance { get; private set; } = 64f;
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// [Export] public float MinStrafeDistance { get; private set; } = 16f;
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@ -34,6 +30,15 @@ public partial class Shooting : EnemyStateBase
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private double _responseTimer = 0;
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public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
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{
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base.Init(machine);
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StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
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PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
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DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
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NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
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}
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public override void EnterState()
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{
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base.EnterState();
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