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

@ -21,19 +21,20 @@ public partial class Active : PlayerStateBase
[Export] public float Acceleration = 8f;
[Export] public float Deceleration = 8f;
[ExportCategory("Providers")] [Export] private PlayerWeaponProvider _weaponProvider;
[Export] private PlayerAnimationProvider _animationProvider;
[Export] private PlayerCrosshairProvider _crosshairProvider;
[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
// Providers previously exported on the state — resolve them from the actor via the state machine
private PlayerWeaponProvider _weaponProvider;
private PlayerAnimationProvider _animationProvider;
private PlayerCrosshairProvider _crosshairProvider;
private PlayerHitboxSpriteProvider _hitboxSprite_provider;
[Export] private InputProvider _inputProvider;
private InputProvider _inputProvider;
[Export] private PlayerDamageReceiver _damageReceiver;
[Export] private ActivationProvider _activationProvider;
private PlayerDamageReceiver _damageReceiver;
private ActivationProvider _activationProvider;
[Export] private InteractionController _interactionController;
private InteractionController _interaction_controller;
[Export] private PlayerStorageModule _storageModule;
private PlayerStorageModule _storageModule;
private bool _isStrafing;
@ -49,31 +50,46 @@ public partial class Active : PlayerStateBase
_hud = Hud.Instance;
_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
// Resolve modules from the actor attached to this state machine
_weaponProvider ??= StateMachine.GetModule<PlayerWeaponProvider>();
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
_crosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
_hitboxSprite_provider ??= StateMachine.GetModule<PlayerHitboxSpriteProvider>();
_damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
_inputProvider ??= StateMachine.GetModule<InputProvider>();
_damageReceiver ??= StateMachine.GetModule<PlayerDamageReceiver>();
_activationProvider ??= StateMachine.GetModule<ActivationProvider>();
_interaction_controller ??= StateMachine.GetModule<InteractionController>();
_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
if (_damageReceiver != null)
{
_animationProvider.Blink();
//_hud.UpdateHealth(value, maxValue);
};
_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
_damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
{
_animationProvider.PlayShieldAnimation();
//_hud.UpdateShield(value, maxValue);
};
_damageReceiver.HealthDecreased += (_, _, _) =>
{
_animationProvider?.Blink();
//_hud.UpdateHealth(value, maxValue);
};
_damageReceiver.Init(StateMachine);
_damageReceiver.ShieldDecreased += (_, _, _) =>
{
_animationProvider?.PlayShieldAnimation();
//_hud.UpdateShield(value, maxValue);
};
_damageReceiver.RefillHealth();
_damageReceiver.RefillShield();
_damageReceiver.Init(StateMachine);
_activationProvider.Init(MainObject);
_damageReceiver.RefillHealth();
_damageReceiver.RefillShield();
}
//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
_activationProvider?.Init(MainObject);
_weaponProvider.Init(MainObject);
_weaponProvider?.Init(MainObject);
}
public override void EnterState()
@ -81,11 +97,11 @@ public partial class Active : PlayerStateBase
base.EnterState();
// enable sprite
// enable crosshair
_crosshairProvider.Show();
_animationProvider.ShowSprite();
_damageReceiver.Enabled = true;
_activationProvider.Enabled = true;
_interactionController.Enabled = true;
_crosshairProvider?.Show();
_animationProvider?.ShowSprite();
if (_damageReceiver != null) _damageReceiver.Enabled = true;
if (_activationProvider != null) _activationProvider.Enabled = true;
if (_interaction_controller != null) _interaction_controller.Enabled = true;
_accelerationPerSecond = Speed / Acceleration;
_decelerationPerSecond = Speed / Deceleration;
@ -94,14 +110,14 @@ public partial class Active : PlayerStateBase
public override void ExitState()
{
base.ExitState();
_animationProvider.SetAnimationSpeed(Vector2.Zero);
//_animationProvider.SetAnimation(Vector2.Zero);
_crosshairProvider.Hide();
_hitboxSpriteProvider.Hide();
_animationProvider?.SetAnimationSpeed(Vector2.Zero);
//_animation_provider.SetAnimation(Vector2.Zero);
_crosshairProvider?.Hide();
_hitboxSprite_provider?.Hide();
_damageReceiver.Enabled = false;
_activationProvider.Enabled = false;
_interactionController.Enabled = false;
if (_damageReceiver != null) _damageReceiver.Enabled = false;
if (_activationProvider != null) _activationProvider.Enabled = false;
if (_interaction_controller != null) _interaction_controller.Enabled = false;
}
private float _accelerationPerSecond;
@ -147,7 +163,7 @@ public partial class Active : PlayerStateBase
_isStrafing = _inputProvider.GetStrafePressed();
// Toggle visibility of the hitbox sprite based on strafing
_hitboxSpriteProvider.SetVisibility(_isStrafing);
_hitboxSprite_provider?.SetVisibility(_isStrafing);
var rightStickInput = _inputProvider.GetAimInput().Normalized();
@ -164,13 +180,13 @@ public partial class Active : PlayerStateBase
}
// }
_animationProvider.SetAnimationSpeed(MainObject.Velocity);
_animationProvider.SetAnimation(FacingDirection);
_animationProvider?.SetAnimationSpeed(MainObject.Velocity);
_animationProvider?.SetAnimation(FacingDirection);
HandleWeaponSwitch();
_weaponProvider.Update(delta);
_weaponProvider?.Update(delta);
//_crosshairProvider.UpdatePosition(FacingDirection);
//_crosshair_provider.UpdatePosition(FacingDirection);
HandleShoot();
@ -200,28 +216,28 @@ public partial class Active : PlayerStateBase
{
if (_inputProvider.GetReloadJustPressed())
{
_weaponProvider.Reload();
_weaponProvider?.Reload();
return;
}
if (!_inputProvider.GetShootPressed()) return;
_weaponProvider.Shoot(this.FacingDirection);
_weaponProvider?.Shoot(this.FacingDirection);
}
private void HandleInteraction()
{
_activationProvider.HandleInteraction();
_activationProvider?.HandleInteraction();
}
private void HandleWeaponSwitch()
{
if (_inputProvider.GetWeaponNextJustPressed())
{
_weaponProvider.NextWeapon();
_weaponProvider?.NextWeapon();
}
else if (_inputProvider.GetWeaponPreviousJustPressed())
{
_weaponProvider.PreviousWeapon();
_weaponProvider?.PreviousWeapon();
}
}
}