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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Add FSM components for player and enemy state management, including initialization and module resolution
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18683c0680
commit
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57 changed files with 526 additions and 506 deletions
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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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