mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-12 23:45:54 +00:00
Add FSM components for player and enemy state management, including initialization and module resolution
This commit is contained in:
parent
18683c0680
commit
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57 changed files with 526 additions and 506 deletions
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@ -21,19 +21,20 @@ public partial class Active : PlayerStateBase
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[Export] public float Acceleration = 8f;
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[Export] public float Deceleration = 8f;
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[ExportCategory("Providers")] [Export] private PlayerWeaponProvider _weaponProvider;
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[Export] private PlayerAnimationProvider _animationProvider;
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[Export] private PlayerCrosshairProvider _crosshairProvider;
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[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
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// Providers previously exported on the state — resolve them from the actor via the state machine
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private PlayerWeaponProvider _weaponProvider;
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private PlayerAnimationProvider _animationProvider;
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private PlayerCrosshairProvider _crosshairProvider;
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private PlayerHitboxSpriteProvider _hitboxSprite_provider;
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[Export] private InputProvider _inputProvider;
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private InputProvider _inputProvider;
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[Export] private PlayerDamageReceiver _damageReceiver;
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[Export] private ActivationProvider _activationProvider;
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private PlayerDamageReceiver _damageReceiver;
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private ActivationProvider _activationProvider;
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[Export] private InteractionController _interactionController;
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private InteractionController _interaction_controller;
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[Export] private PlayerStorageModule _storageModule;
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private PlayerStorageModule _storageModule;
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private bool _isStrafing;
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@ -49,31 +50,46 @@ public partial class Active : PlayerStateBase
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_hud = Hud.Instance;
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_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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// Resolve modules from the actor attached to this state machine
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_weaponProvider ??= StateMachine.GetModule<PlayerWeaponProvider>();
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
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_crosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
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_hitboxSprite_provider ??= StateMachine.GetModule<PlayerHitboxSpriteProvider>();
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_damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
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_inputProvider ??= StateMachine.GetModule<InputProvider>();
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_damageReceiver ??= StateMachine.GetModule<PlayerDamageReceiver>();
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_activationProvider ??= StateMachine.GetModule<ActivationProvider>();
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_interaction_controller ??= StateMachine.GetModule<InteractionController>();
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_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
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if (_damageReceiver != null)
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{
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_animationProvider.Blink();
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//_hud.UpdateHealth(value, maxValue);
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};
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_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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_damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
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{
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_animationProvider.PlayShieldAnimation();
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//_hud.UpdateShield(value, maxValue);
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};
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_damageReceiver.HealthDecreased += (_, _, _) =>
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{
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_animationProvider?.Blink();
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//_hud.UpdateHealth(value, maxValue);
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};
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_damageReceiver.Init(StateMachine);
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_damageReceiver.ShieldDecreased += (_, _, _) =>
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{
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_animationProvider?.PlayShieldAnimation();
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//_hud.UpdateShield(value, maxValue);
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};
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_damageReceiver.RefillHealth();
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_damageReceiver.RefillShield();
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_damageReceiver.Init(StateMachine);
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_activationProvider.Init(MainObject);
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_damageReceiver.RefillHealth();
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_damageReceiver.RefillShield();
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}
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//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
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//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
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_activationProvider?.Init(MainObject);
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_weaponProvider.Init(MainObject);
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_weaponProvider?.Init(MainObject);
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}
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public override void EnterState()
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@ -81,11 +97,11 @@ public partial class Active : PlayerStateBase
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base.EnterState();
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// enable sprite
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// enable crosshair
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_crosshairProvider.Show();
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_animationProvider.ShowSprite();
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_damageReceiver.Enabled = true;
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_activationProvider.Enabled = true;
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_interactionController.Enabled = true;
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_crosshairProvider?.Show();
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_animationProvider?.ShowSprite();
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if (_damageReceiver != null) _damageReceiver.Enabled = true;
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if (_activationProvider != null) _activationProvider.Enabled = true;
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if (_interaction_controller != null) _interaction_controller.Enabled = true;
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_accelerationPerSecond = Speed / Acceleration;
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_decelerationPerSecond = Speed / Deceleration;
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@ -94,14 +110,14 @@ public partial class Active : PlayerStateBase
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public override void ExitState()
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{
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base.ExitState();
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_animationProvider.SetAnimationSpeed(Vector2.Zero);
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//_animationProvider.SetAnimation(Vector2.Zero);
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_crosshairProvider.Hide();
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_hitboxSpriteProvider.Hide();
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_animationProvider?.SetAnimationSpeed(Vector2.Zero);
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//_animation_provider.SetAnimation(Vector2.Zero);
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_crosshairProvider?.Hide();
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_hitboxSprite_provider?.Hide();
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_damageReceiver.Enabled = false;
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_activationProvider.Enabled = false;
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_interactionController.Enabled = false;
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if (_damageReceiver != null) _damageReceiver.Enabled = false;
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if (_activationProvider != null) _activationProvider.Enabled = false;
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if (_interaction_controller != null) _interaction_controller.Enabled = false;
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}
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private float _accelerationPerSecond;
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@ -147,7 +163,7 @@ public partial class Active : PlayerStateBase
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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_hitboxSprite_provider?.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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@ -164,13 +180,13 @@ public partial class Active : PlayerStateBase
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}
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// }
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_animationProvider.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider.SetAnimation(FacingDirection);
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_animationProvider?.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider?.SetAnimation(FacingDirection);
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HandleWeaponSwitch();
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_weaponProvider.Update(delta);
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_weaponProvider?.Update(delta);
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//_crosshairProvider.UpdatePosition(FacingDirection);
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//_crosshair_provider.UpdatePosition(FacingDirection);
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HandleShoot();
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@ -200,28 +216,28 @@ public partial class Active : PlayerStateBase
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{
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if (_inputProvider.GetReloadJustPressed())
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{
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_weaponProvider.Reload();
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_weaponProvider?.Reload();
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return;
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}
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this.FacingDirection);
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_weaponProvider?.Shoot(this.FacingDirection);
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}
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private void HandleInteraction()
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{
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_activationProvider.HandleInteraction();
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_activationProvider?.HandleInteraction();
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}
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private void HandleWeaponSwitch()
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{
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if (_inputProvider.GetWeaponNextJustPressed())
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{
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_weaponProvider.NextWeapon();
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_weaponProvider?.NextWeapon();
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}
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else if (_inputProvider.GetWeaponPreviousJustPressed())
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{
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_weaponProvider.PreviousWeapon();
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_weaponProvider?.PreviousWeapon();
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}
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}
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}
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@ -6,11 +6,13 @@ public partial class Drowning : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Drowning;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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public override void EnterState()
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{
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
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if (_animationProvider is null) return;
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_animationProvider.PlayDrowningAnimation();
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// Wait for animation to be over and switch to death
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@ -19,6 +21,7 @@ public partial class Drowning : PlayerStateBase
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private void AnimationProviderOnOnAnimationEnded(StringName animationName)
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{
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if (_animationProvider is null) return;
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if (animationName != _animationProvider.DrowningAnimationName) return;
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_animationProvider.OnAnimationEnded -= AnimationProviderOnOnAnimationEnded;
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@ -1,5 +1,3 @@
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using System;
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using System.Threading.Tasks;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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@ -8,16 +6,27 @@ public partial class Init : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Init;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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[Export] private PlayerStorageModule _storageModule;
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private PlayerStorageModule _storageModule;
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public override void EnterState()
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{
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_storageModule.FacingDirection = ((PlayerStateMachine)StateMachine).StartingDirection;
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_animationProvider.PlayUnteleportAnimation();
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_ = AutoSwitchToStart();
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// Resolve modules lazily to avoid method/class name conflicts with Init
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
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_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
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if (_storageModule != null)
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_storageModule.FacingDirection = ((PlayerStateMachine)StateMachine).StartingDirection;
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if (_animationProvider != null)
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{
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_animationProvider.PlayUnteleportAnimation();
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// If you need to wait for animation end, subscribe here
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}
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var timer = GetTree().CreateTimer(0.5f);
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timer.Timeout += () => StateMachine.SetState(PlayerState.Active);
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}
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public override void ExitState()
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@ -34,10 +43,4 @@ public partial class Init : PlayerStateBase
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{
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}
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private async Task AutoSwitchToStart()
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{
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await Task.Delay(500);
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StateMachine.SetState(PlayerState.Active);
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}
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}
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@ -1,5 +1,4 @@
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using System;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Resources;
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using Godot;
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@ -13,7 +12,7 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
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[Export]
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public ActorResourceProvider Shield { get; set; }
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[Export] private PlayerStorageModule _storageModule;
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private PlayerStorageModule _storageModule;
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public Vector2 FacingDirection
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{
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@ -21,7 +20,7 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
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private set => _storageModule.FacingDirection = value;
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}
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public bool Enabled { get; set; } = false;
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public bool Enabled { get; set; }
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public override void EnterState(PlayerState state)
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{
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@ -40,6 +39,7 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
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{
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InventoryManager.Instance.ItemUsed += this.UseItem;
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_machine = machine;
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_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
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}
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private void UseItem(LootItem item, int totalcount)
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@ -48,94 +48,8 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
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GD.Print($"Used {item.ItemName} in player");
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item.ItemEffect?.Execute(this, item);
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return;
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// switch (item.Item)
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// {
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// case ItemTypes.KeycardRed:
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// break;
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// case ItemTypes.KeycardBlue:
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// break;
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// case ItemTypes.KeycardGreen:
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// break;
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// case ItemTypes.Ammo:
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// break;
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// case ItemTypes.Medkit:
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// Heal(item);
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// break;
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// case ItemTypes.FrogBomb:
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// SpawnSpiderBomb(item);
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// break;
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// case ItemTypes.Bomb:
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// SpawnBomb(item);
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// break;
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// case ItemTypes.Mine:
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// break;
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// case ItemTypes.Battery:
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// RechargeShield(item);
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// break;
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// case ItemTypes.Weapon:
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// break;
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// case ItemTypes.Power:
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// break;
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// case ItemTypes.Points:
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// break;
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// case ItemTypes.Credits:
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// break;
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// case ItemTypes.KeyItem:
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// break;
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// }
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}
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// private void SpawnBomb(LootItem item)
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// {
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// GD.Print("Spawned bomb");
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// }
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//
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// private void Heal(LootItem item)
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// {
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// Health.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
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// }
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//
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// private void RechargeShield(LootItem item)
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// {
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// Shield.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
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// }
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//
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// private void SpawnSpiderBomb(LootItem item)
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// {
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// //var bullet = item.WeaponData.BulletData.BulletScene.Instantiate<Bullet>();
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// //bullet.Initialize(item.WeaponData.BulletData.MakeBullet(this.GlobalPosition, 1,0, 0), GameManager.Instance);
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//
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//
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// //InventoryManager.Instance.RemoveItem(item.ItemKey, 1);
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// // emit projectile
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// var bullet = this.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
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//
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// var bulletData = item.WeaponData.MakeBullet(this.GlobalPosition);
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//
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// bullet.Initialize(bulletData, GameManager.Instance);
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// bullet.SetDirection(FacingDirection);
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// bullet.RotateSpriteDegrees(-90);
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// //bullet.SetDirection(_facingDirection);
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// bullet.Speed = item.WeaponData.BulletData.BulletSpeed;
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//
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// _machine.SetState(PlayerState.Controlling);
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//
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// //RequestMovementDisable(true);
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// // set camera
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// GameManager.Instance.CameraTargetObject(bullet);
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// // set event destroy
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// bullet.OnDestroy += () =>
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// {
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// GameManager.Instance.CameraTargetPlayer();
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// _machine.SetState(PlayerState.Active);
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// //RequestMovementDisable(false);
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// };
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// }
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public override void Process(double delta)
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{
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@ -6,12 +6,12 @@ public partial class Teleporting : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Teleporting;
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[Export]
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private PlayerAnimationProvider _animationProvider;
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public override void EnterState()
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{
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_animationProvider.PlayTeleportAnimation();
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
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_animationProvider?.PlayTeleportAnimation();
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}
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public override void ExitState()
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@ -4,14 +4,13 @@ namespace Cirno.Scripts.Components.FSM.Player;
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public partial class UnTeleporting : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.UnTeleporting
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;
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[Export]
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public override PlayerState StateId => PlayerState.UnTeleporting;
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private PlayerAnimationProvider _animationProvider;
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public override void EnterState()
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{
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_animationProvider.PlayUnteleportAnimation();
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_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
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_animationProvider?.PlayUnteleportAnimation();
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}
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public override void ExitState()
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