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

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@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=3 uid="uid://chpxebhg36bcb"]
[gd_scene format=3 uid="uid://chpxebhg36bcb"]
[ext_resource type="PackedScene" uid="uid://bv7tjma3g7nkf" path="res://Scenes/Actors/3D/game_controller.tscn" id="1_d6hgs"]
[ext_resource type="Resource" uid="uid://bxju78og0t8ca" path="res://Resources/Maps/3D/IsoMapTest3.tres" id="2_l3eiy"]
@ -16,28 +16,28 @@ reflected_light_source = 1
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_w45nv"]
[node name="Factory3" type="Node3D"]
[node name="Factory3" type="Node3D" unique_id=1937514110]
[node name="GameController" parent="." node_paths=PackedStringArray("_cameraTarget") instance=ExtResource("1_d6hgs")]
[node name="GameController" parent="." unique_id=1180859733 node_paths=PackedStringArray("_cameraTarget") instance=ExtResource("1_d6hgs")]
_cameraTarget = NodePath("../CameraTarget")
MapResource = ExtResource("2_l3eiy")
SpawnMarkers = Dictionary[int, NodePath]({
0: NodePath("../StartPosition")
})
[node name="DirectionalLight3D_Original" type="DirectionalLight3D" parent="."]
[node name="DirectionalLight3D_Original" type="DirectionalLight3D" parent="." unique_id=1574778523]
transform = Transform3D(0.442606, -0.744379, 0.5, 0.287606, 0.645974, 0.707107, -0.849343, -0.169167, 0.5, 28.5973, 5.82742, 17.535)
visible = false
light_energy = 1.375
light_bake_mode = 1
shadow_enabled = true
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=2188957]
transform = Transform3D(0.401703, -0.767225, 0.5, 0.322119, 0.629476, 0.707107, -0.857248, -0.122987, 0.5, 28.5973, 5.82742, 17.535)
light_energy = 1.375
light_bake_mode = 1
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="."]
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="." unique_id=28867131]
transform = Transform3D(0.0306036, -0.825802, -0.56313, -0.675985, -0.43211, 0.596931, -0.73628, 0.362399, -0.571454, 27.8154, 5.82742, 13.9456)
light_energy = 0.932
light_bake_mode = 1
@ -45,15 +45,15 @@ shadow_enabled = true
shadow_blur = 0.51
sky_mode = 1
[node name="StartPosition" type="Marker3D" parent="."]
[node name="StartPosition" type="Marker3D" parent="." unique_id=840698087]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.524396, 1.4927001, 1.6348801)
script = ExtResource("8_jaqd3")
[node name="CameraTarget" type="Marker3D" parent="."]
[node name="CameraTarget" type="Marker3D" parent="." unique_id=1770556508]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.0461216, 2.33215, 2.5474238)
script = ExtResource("9_py8ao")
[node name="Camera3D" type="Camera3D" parent="."]
[node name="Camera3D" type="Camera3D" parent="." unique_id=1465586253]
physics_interpolation_mode = 1
transform = Transform3D(0.7071068, -0.49999997, 0.50000006, 0, 0.7071069, 0.70710677, -0.7071068, -0.49999997, 0.50000006, -3.7983856, 7.935, 5.0604153)
projection = 1
@ -63,12 +63,12 @@ MaxAimOffsetDistance = 16.0
CameraOffset = Vector3(8, 8, 8)
TargetPath = NodePath("../CameraTarget")
[node name="TestLevel3" parent="." instance=ExtResource("11_l3eiy")]
[node name="TestLevel3" parent="." unique_id=615675558 instance=ExtResource("11_l3eiy")]
[node name="AudioStreamPlayer2D" parent="." instance=ExtResource("12_44k7r")]
[node name="AudioStreamPlayer2D" parent="." unique_id=254428228 instance=ExtResource("12_44k7r")]
autoplay = true
MusicData = ExtResource("13_isg5t")
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
[node name="WorldEnvironment" type="WorldEnvironment" parent="." unique_id=1912346680]
environment = SubResource("Environment_d6hgs")
camera_attributes = SubResource("CameraAttributesPractical_w45nv")

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@ -1,9 +1,9 @@
[gd_scene load_steps=38 format=3 uid="uid://bh3vxmqflijgj"]
[gd_scene format=3 uid="uid://bh3vxmqflijgj"]
[ext_resource type="Script" uid="uid://dwregubt4iila" path="res://Scripts/Components/FSM/Enemy/3D/EnemyProxy3D.cs" id="1_a3crc"]
[ext_resource type="Resource" uid="uid://ccym6mcq4fbul" path="res://Resources/Enemies/Fairy_Guard_3D.tres" id="2_jgarc"]
[ext_resource type="Script" uid="uid://c651imhj6rjsh" path="res://Scripts/Components/FSM/Enemy/3D/EnemyStateMachine3D.cs" id="2_xne4s"]
[ext_resource type="Script" uid="uid://cy34e3htvbvnl" path="res://Scripts/Components/FSM/Enemy/3D/Init.cs" id="4_jgarc"]
[ext_resource type="Script" uid="uid://dkmwqvhenu1xq" path="res://Scripts/Components/FSM/Enemy/3D/InitState.cs" id="4_2ut2v"]
[ext_resource type="Script" uid="uid://jpdgfn701crh" path="res://Scripts/Components/FSM/Enemy/3D/Idle.cs" id="5_rg1hb"]
[ext_resource type="Script" uid="uid://dvtdw2hcp4rm2" path="res://Scripts/Components/FSM/Enemy/3D/Alert.cs" id="6_jgarc"]
[ext_resource type="Script" uid="uid://crahxykgis2bp" path="res://Scripts/Components/FSM/Enemy/3D/Shooting.cs" id="7_rg1hb"]
@ -88,36 +88,30 @@ animations = [{
"speed": 5.0
}]
[node name="Enemy" type="CharacterBody3D" node_paths=PackedStringArray("EnemyFSM")]
[node name="Enemy" type="CharacterBody3D" unique_id=1428692983 node_paths=PackedStringArray("EnemyFSM")]
collision_layer = 64
collision_mask = 1553
script = ExtResource("1_a3crc")
EnemyFSM = NodePath("StateMachine")
EnemyResource = ExtResource("2_jgarc")
[node name="CollisionShape2D" type="CollisionShape3D" parent="."]
[node name="CollisionShape2D" type="CollisionShape3D" parent="." unique_id=397512658]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.047, 0)
shape = SubResource("CapsuleShape3D_jgarc")
[node name="StateMachine" type="Node" parent="."]
[node name="StateMachine" type="Node" parent="." unique_id=146081447]
script = ExtResource("2_xne4s")
[node name="Init" type="Node" parent="StateMachine" node_paths=PackedStringArray("Storage", "DetectionProvider", "HealthProvider", "_moduleNodes")]
script = ExtResource("4_jgarc")
Storage = NodePath("../../Storage")
DetectionProvider = NodePath("../../PlayerDetectionProvider")
HealthProvider = NodePath("../../DamageReceiver/HealthProvider")
[node name="Init" type="Node" parent="StateMachine" unique_id=321304267 node_paths=PackedStringArray("_moduleNodes")]
script = ExtResource("4_2ut2v")
_moduleNodes = [NodePath("../../AnimationModule")]
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("Storage", "PlayerDetection", "GravityProvider", "_moduleNodes")]
[node name="Idle" type="Node" parent="StateMachine" unique_id=1798192567 node_paths=PackedStringArray("_moduleNodes")]
script = ExtResource("5_rg1hb")
Storage = NodePath("../../Storage")
PlayerDetection = NodePath("../../PlayerDetectionProvider")
GravityProvider = NodePath("../../GravityProvider")
DebugEnabled = true
_moduleNodes = [NodePath("../../DamageModule"), NodePath("../../AnimationModule"), NodePath("../../SoundModule")]
[node name="Alert" type="Node" parent="StateMachine" node_paths=PackedStringArray("Storage", "PlayerDetection", "NavigationModule", "GravityProvider", "_moduleNodes")]
[node name="Alert" type="Node" parent="StateMachine" unique_id=2023331935 node_paths=PackedStringArray("Storage", "PlayerDetection", "NavigationModule", "GravityProvider", "_moduleNodes")]
script = ExtResource("6_jgarc")
Storage = NodePath("../../Storage")
PlayerDetection = NodePath("../../PlayerDetectionProvider")
@ -126,32 +120,28 @@ GravityProvider = NodePath("../../GravityProvider")
DebugEnabled = true
_moduleNodes = [NodePath("../../DamageModule"), NodePath("../../AnimationModule"), NodePath("../../SoundModule")]
[node name="Shooting" type="Node" parent="StateMachine" node_paths=PackedStringArray("Storage", "PlayerDetection", "EquippedWeapon", "NavigationModule", "GravityProvider", "_moduleNodes")]
[node name="Shooting" type="Node" parent="StateMachine" unique_id=767265433 node_paths=PackedStringArray("EquippedWeapon", "_moduleNodes")]
script = ExtResource("7_rg1hb")
Storage = NodePath("../../Storage")
PlayerDetection = NodePath("../../PlayerDetectionProvider")
EquippedWeapon = NodePath("../../Weapon")
NavigationModule = NodePath("../../NavigationProvider")
GravityProvider = NodePath("../../GravityProvider")
_moduleNodes = [NodePath("../../DamageModule"), NodePath("../../AnimationModule"), NodePath("../../SoundModule")]
[node name="Dead" type="Node" parent="StateMachine" node_paths=PackedStringArray("Storage", "_moduleNodes")]
[node name="Dead" type="Node" parent="StateMachine" unique_id=1312501461 node_paths=PackedStringArray("Storage", "_moduleNodes")]
script = ExtResource("8_5j04l")
Storage = NodePath("../../Storage")
_moduleNodes = [NodePath("../../LootModule")]
[node name="Controlled" type="Node" parent="StateMachine" node_paths=PackedStringArray("Storage", "_moduleNodes")]
[node name="Controlled" type="Node" parent="StateMachine" unique_id=481921517 node_paths=PackedStringArray("Storage", "_moduleNodes")]
script = ExtResource("9_dm2sd")
Storage = NodePath("../../Storage")
_moduleNodes = [NodePath("../../DamageModule")]
[node name="AnimationModule" type="Node" parent="." node_paths=PackedStringArray("AnimationProvider", "Storage", "HealthProvider")]
[node name="AnimationModule" type="Node" parent="." unique_id=920204467 node_paths=PackedStringArray("AnimationProvider", "Storage", "HealthProvider")]
script = ExtResource("10_d6h7c")
AnimationProvider = NodePath("../AnimationProvider")
Storage = NodePath("../Storage")
HealthProvider = NodePath("../DamageReceiver/HealthProvider")
[node name="AnimationProvider" type="Node3D" parent="." node_paths=PackedStringArray("AnimatedSprite")]
[node name="AnimationProvider" type="Node3D" parent="." unique_id=2053395074 node_paths=PackedStringArray("AnimatedSprite")]
script = ExtResource("10_5gcuf")
AnimatedSprite = NodePath("../AnimatedSprite3D")
WalkRightAnimationName = &"right"
@ -160,7 +150,7 @@ WalkDownAnimationName = &"down"
WalkUpAnimationName = &"up"
BlinkMaterial = ExtResource("10_05pdu")
[node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="."]
[node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="." unique_id=1186020475]
transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
material_override = SubResource("ShaderMaterial_d6h7c")
pixel_size = 0.05
@ -172,38 +162,38 @@ frame = 2
frame_progress = 0.92087
script = ExtResource("11_jgarc")
[node name="Storage" type="Node" parent="." node_paths=PackedStringArray("Root")]
[node name="Storage" type="Node" parent="." unique_id=8651828 node_paths=PackedStringArray("Root")]
script = ExtResource("11_xne4s")
Root = NodePath("..")
[node name="PlayerDetectionProvider" type="Area3D" parent="."]
[node name="PlayerDetectionProvider" type="Area3D" parent="." unique_id=77201234]
collision_layer = 0
collision_mask = 2
script = ExtResource("13_rg1hb")
ObstaclesCollisionMask = 17
[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerDetectionProvider"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerDetectionProvider" unique_id=1149305496]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.557434, 0)
shape = SubResource("CylinderShape3D_5j04l")
[node name="NavigationProvider" type="Node" parent="." node_paths=PackedStringArray("NavigationAgent", "StorageModule")]
[node name="NavigationProvider" type="Node" parent="." unique_id=1851675964 node_paths=PackedStringArray("NavigationAgent", "StorageModule")]
script = ExtResource("14_dm2sd")
NavigationAgent = NodePath("../NavigationAgent3D")
StorageModule = NodePath("../Storage")
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=1202654381]
path_postprocessing = 1
debug_enabled = true
[node name="Weapon" parent="." instance=ExtResource("15_27vgy")]
[node name="Weapon" parent="." unique_id=771249458 instance=ExtResource("15_27vgy")]
[node name="DamageModule" type="Node" parent="." node_paths=PackedStringArray("DamageReceiver", "StorageModule", "AnimationProvider")]
[node name="DamageModule" type="Node" parent="." unique_id=430721165 node_paths=PackedStringArray("DamageReceiver", "StorageModule", "AnimationProvider")]
script = ExtResource("16_27vgy")
DamageReceiver = NodePath("../DamageReceiver")
StorageModule = NodePath("../Storage")
AnimationProvider = NodePath("../AnimationProvider")
[node name="DamageReceiver" type="Area3D" parent="." node_paths=PackedStringArray("HealthProvider")]
[node name="DamageReceiver" type="Area3D" parent="." unique_id=1792872756 node_paths=PackedStringArray("HealthProvider")]
collision_layer = 64
collision_mask = 8
script = ExtResource("17_tabhk")
@ -211,20 +201,20 @@ HealthProvider = NodePath("HealthProvider")
BulletGroup = 2
DeleteParentOnDeath = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="DamageReceiver"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="DamageReceiver" unique_id=1457345703]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.00463867, 0)
shape = SubResource("CylinderShape3D_uv2lf")
[node name="HealthProvider" type="Node" parent="DamageReceiver"]
[node name="HealthProvider" type="Node" parent="DamageReceiver" unique_id=610376220]
script = ExtResource("18_4fnoq")
ResourceName = "Health"
[node name="GravityProvider" type="Node" parent="."]
[node name="GravityProvider" type="Node" parent="." unique_id=2086594224]
script = ExtResource("25_qg061")
Gravity = -20.0
MaxFallSpeed = 50.0
[node name="SoundModule" type="Node" parent="." node_paths=PackedStringArray("DamageReceiver", "StorageModule", "HitPlayer", "DeathPlayer", "AlertPlayer")]
[node name="SoundModule" type="Node" parent="." unique_id=540759764 node_paths=PackedStringArray("DamageReceiver", "StorageModule", "HitPlayer", "DeathPlayer", "AlertPlayer")]
script = ExtResource("26_ojvcb")
DamageReceiver = NodePath("../DamageReceiver")
StorageModule = NodePath("../Storage")
@ -232,19 +222,19 @@ HitPlayer = NodePath("HitPlayer")
DeathPlayer = NodePath("DeathPlayer")
AlertPlayer = NodePath("AlertPlayer")
[node name="HitPlayer" type="AudioStreamPlayer3D" parent="SoundModule"]
[node name="HitPlayer" type="AudioStreamPlayer3D" parent="SoundModule" unique_id=1334761769]
unit_size = 30.0
bus = &"Effects"
[node name="AlertPlayer" type="AudioStreamPlayer3D" parent="SoundModule"]
[node name="AlertPlayer" type="AudioStreamPlayer3D" parent="SoundModule" unique_id=1111891836]
unit_size = 30.0
bus = &"Effects"
[node name="DeathPlayer" type="AudioStreamPlayer3D" parent="SoundModule"]
[node name="DeathPlayer" type="AudioStreamPlayer3D" parent="SoundModule" unique_id=1385917323]
unit_size = 30.0
bus = &"Effects"
[node name="Hitbox" type="AnimatedSprite3D" parent="."]
[node name="Hitbox" type="AnimatedSprite3D" parent="." unique_id=123796697]
transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
material_overlay = SubResource("StandardMaterial3D_2ut2v")
ignore_occlusion_culling = true
@ -254,11 +244,11 @@ texture_filter = 0
render_priority = -1
sprite_frames = SubResource("SpriteFrames_t121s")
[node name="LootModule" type="Node" parent="." node_paths=PackedStringArray("StorageModule")]
[node name="LootModule" type="Node" parent="." unique_id=729648693 node_paths=PackedStringArray("StorageModule")]
script = ExtResource("28_2ut2v")
StorageModule = NodePath("../Storage")
[node name="Shadow2" type="Decal" parent="."]
[node name="Shadow2" type="Decal" parent="." unique_id=2007780472]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.13562012, -0.118652344, 0.13336182)
size = Vector3(0.5, 0.7373047, 0.5)
texture_albedo = ExtResource("28_t121s")

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@ -1,4 +1,5 @@
using System.Threading.Tasks;
using Cirno.Scripts.Components.FSM;
using Cirno.Scripts.Components.FSM._3DPlayer;
using Godot;
using Godot.Collections;

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@ -1,5 +1,6 @@
using System.Threading;
using System.Threading.Tasks;
using Cirno.Scripts.Components.FSM;
using Godot;
using GTweens.Builders;
using GTweens.Easings;

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@ -1,5 +1,6 @@
using Cirno.Scripts;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.FSM;
using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement

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@ -1,5 +1,4 @@
using System.Threading.Tasks;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Utils;
using Godot;
@ -14,39 +13,34 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
[Export] private InputProvider _inputProvider;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
private IsoPlayerStorageModule Storage { get; set; }
[Export] public PlayerDamageReceiver3D DamageReceiver { get; private set; }
//[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
//_hud = Hud.Instance;
if (machine is IsoPlayerStateMachine sm)
Storage = sm.Storage;
DamageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
DamageReceiver.HealthDecreased += (value, newValue, maxValue) =>
{
AnimationProvider.Blink();
};
DamageReceiver.HealthDecreased += (_, _, _) =>
{
AnimationProvider.Blink();
};
DamageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
{
AnimationProvider.PlayShieldAnimation();
};
DamageReceiver.ShieldDecreased += (_, _, _) =>
{
AnimationProvider.PlayShieldAnimation();
};
DamageReceiver.Init(StateMachine);
DamageReceiver.RefillHealth();
DamageReceiver.RefillShield();
//_activationProvider.Init(MainObject);
//_weaponProvider.Init(MainObject);
}
public override void EnterState()
@ -78,19 +72,10 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
DamageReceiver.Enabled = false;
_canOpenInventory = true;
// _activationProvider.Enabled = false;
// _activation_provider.Enabled = false;
// _interactionController.Enabled = false;
}
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
@ -102,14 +87,13 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
}
private bool _canOpenInventory = true;
private double _inventoryCooldown = 0;
private double _inventoryCooldown;
private void HandleInputHotkeys(double delta)
{
if (_canOpenInventory && _inputProvider.GetInventoryJustPressed())
{
_canOpenInventory = false;
GameStateManager.SetState(GameState.Inventory);
return;
}
@ -127,7 +111,6 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
if (_inputProvider.GetPauseJustPressed())
{
GameStateManager.Instance.Pause();
return;
}
}

View file

@ -1,5 +1,4 @@
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
@ -11,11 +10,13 @@ public partial class Cutscene : BaseState<PlayerState, CharacterBody3D>
[Export] public PlayerAnimationProvider3D AnimationProvider { get; set; }
[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
private IsoPlayerStorageModule PlayerStorage { get; set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
if (machine is IsoPlayerStateMachine sm)
PlayerStorage = sm.Storage;
}
public override void EnterState()
@ -40,15 +41,4 @@ public partial class Cutscene : BaseState<PlayerState, CharacterBody3D>
AnimationProvider.SetAnimation(MainObject.Velocity.ToVector2());
}
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
}
}

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@ -9,18 +9,33 @@ public partial class Dead : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Dead;
[Export]
private ActorResourceProvider _motivationProvider;
[Export]
private InputProvider _inputProvider;
[Export]
private ActorResourceProvider _healthProvider;
[Export]
private PlayerAnimationProvider3D _animationProvider;
private bool _isGameOver = false;
private bool _isGameOver;
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
// try to obtain common providers via modules/storage
if (machine is IsoPlayerStateMachine sm)
{
var storage = sm.Storage;
// store references if present on storage
_motivationProvider = storage.Root.GetNodeOrNull<ActorResourceProvider>("MotivationProvider");
_healthProvider = storage.Root.GetNodeOrNull<ActorResourceProvider>("HealthProvider");
}
// fallback to searching on the actor
_motivationProvider ??= StateMachine.GetModule<ActorResourceProvider>();
_healthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
@ -50,10 +65,6 @@ public partial class Dead : BaseState<PlayerState, CharacterBody3D>
Hud.Instance.HideTerminated();
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{

View file

@ -7,9 +7,14 @@ public partial class Drowning : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Drowning;
[Export]
private PlayerAnimationProvider3D _animationProvider;
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
_animationProvider.PlayDrowningAnimation();

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@ -1,5 +1,4 @@
using System.Threading.Tasks;
using Godot;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -9,9 +8,9 @@ public partial class Init : BaseState<PlayerState, CharacterBody3D>
public override void EnterState()
{
// _storageModule.FacingDirection = ((PlayerStateMachine)StateMachine).StartingDirection;
// _animationProvider.PlayUnteleportAnimation();
_ = AutoSwitchToStart();
// Use Godot timer instead of Task.Delay to stay on main thread
var timer = GetTree().CreateTimer(0.5f);
timer.Timeout += () => StateMachine.SetState(PlayerState.Active);
}
public override void ExitState()
@ -28,10 +27,4 @@ public partial class Init : BaseState<PlayerState, CharacterBody3D>
{
}
private async Task AutoSwitchToStart()
{
await Task.Delay(500);
StateMachine.SetState(PlayerState.Active);
}
}

View file

@ -8,7 +8,7 @@ namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D>
{
[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
private IsoPlayerStorageModule PlayerStorage { get; set; }
[Export] private InputProvider _inputProvider;
[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
@ -29,9 +29,6 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
private CharacterBody3D MainObject => _stateMachine.MainObject;
public override void EnterState(PlayerState state)
{
_accelerationPerSecond = Speed / Acceleration;
@ -44,7 +41,8 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_stateMachine = machine;
base.Init(machine);
PlayerStorage ??= StateMachine.GetModule<IsoPlayerStorageModule>();
}
public override void Process(double delta)

View file

@ -1,9 +1,11 @@
using Cirno.Scripts.Components.Actors;
using Godot;
using Cirno.Scripts.Resources.Loot;
using System.Collections.Generic;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class IsoPlayerStorageModule : Node
public partial class IsoPlayerStorageModule : Node, IFSMStorage, IActorStorage
{
[Export] public IsoPlayerFSMProxy Root { get; private set; }
@ -14,4 +16,7 @@ public partial class IsoPlayerStorageModule : Node
public Vector2 FacingDirection { get; set; } = Vector2.Down;
public Vector2 AimingDirection { get; set; } = Vector2.Down;
public Vector2 MovementDirection { get; set; } = Vector2.Zero;
// Implement LootDrops for IFSMStorage (players may not drop loot but expose empty list)
public IEnumerable<LootDrop> LootDrops => new LootDrop[0];
}

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@ -4,9 +4,6 @@ namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class PlayerAcidDeathModule : ModuleBase<PlayerState, CharacterBody3D>
{
private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
private CharacterBody3D MainObject => _stateMachine.MainObject;
private bool _enabled = false;
public override void EnterState(PlayerState state)
@ -21,7 +18,7 @@ public partial class PlayerAcidDeathModule : ModuleBase<PlayerState, CharacterBo
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_stateMachine = machine;
base.Init(machine);
}
public override void Process(double delta)
@ -38,6 +35,6 @@ public partial class PlayerAcidDeathModule : ModuleBase<PlayerState, CharacterBo
{
if (!_enabled) return;
GD.Print("Oh no acid");
_stateMachine.SetState(PlayerState.Dead);
StateMachine.SetState(PlayerState.Dead);
}
}

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@ -0,0 +1,13 @@
namespace Cirno.Scripts.Components.FSM;
public enum PlayerState
{
Init,
Active,
Cutscene,
Teleporting,
UnTeleporting,
Controlling,
Dead,
Drowning,
}

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@ -0,0 +1 @@
uid://7thusbxv3r2n

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@ -8,10 +8,7 @@ public partial class PlayerWeaponModule3D : ModuleBase<PlayerState, CharacterBod
[Export] public PlayerWeaponProvider3D WeaponProvider { get; private set; }
[Export] public InputProvider InputProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
private CharacterBody3D MainObject => _stateMachine.MainObject;
private IsoPlayerStorageModule Storage { get; set; }
public override void EnterState(PlayerState state)
{
@ -25,8 +22,8 @@ public partial class PlayerWeaponModule3D : ModuleBase<PlayerState, CharacterBod
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
_stateMachine = machine;
base.Init(machine);
Storage ??= StateMachine.GetModule<IsoPlayerStorageModule>();
WeaponProvider.Init(MainObject);
}

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@ -1,6 +1,4 @@
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -9,38 +7,24 @@ public partial class Teleporting : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Teleporting;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; set; }
private PlayerAnimationProvider3D AnimationProvider { get; set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
AnimationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
base.EnterState();
AnimationProvider.PlayTeleportAnimation();
AnimationProvider?.PlayTeleportAnimation();
MainObject.Velocity = Vector3.Zero;
}
public override void ExitState()
{
base.ExitState();
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
public override void PhysicsProcessState(double delta)
{
// Process modules
base.PhysicsProcessState(delta);
}
}

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@ -1,6 +1,4 @@
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
@ -9,37 +7,17 @@ public partial class UnTeleporting : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.UnTeleporting;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; set; }
private PlayerAnimationProvider3D AnimationProvider { get; set; }
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
AnimationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
}
public override void EnterState()
{
base.EnterState();
AnimationProvider.PlayUnteleportAnimation();
AnimationProvider?.PlayUnteleportAnimation();
}
public override void ExitState()
{
base.ExitState();
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
public override void PhysicsProcessState(double delta)
{
// Process modules
base.PhysicsProcessState(delta);
}
}

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@ -7,15 +7,23 @@ public partial class Idle : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Idle;
[Export] public EnemyStorage3D Storage { get; private set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
[Export] public bool DebugEnabled { get; set; } = false;
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
public override void EnterState()
{
base.EnterState();

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@ -1,32 +0,0 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class Init : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
[Export] public EnemyStorage3D Storage {get; private set;}
[Export] public PlayerDetection3D DetectionProvider { get; private set; }
[Export] public ActorResourceProvider HealthProvider { get; private set; }
public override void EnterState()
{
//DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
// TODO: Hide wings
// TODO: Hide aiming reticule
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
StateMachine.SetState(EnemyState.Idle);
}
}

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@ -1 +0,0 @@
uid://cy34e3htvbvnl

View file

@ -0,0 +1,72 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class InitState : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D DetectionProvider { get; set; }
private ActorResourceProvider HealthProvider { get; set; }
private int _initRetryCount = 0;
private const int MaxInitRetries = 20;
private const float InitRetryDelaySeconds = 0.05f;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
// Try an initial resolve; EnterState will retry if necessary
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
}
public override void EnterState()
{
// Attempt to complete initialization; if modules are missing, retry with a timer
TryCompleteInit();
}
private void TryCompleteInit()
{
// Attempt to resolve modules again in case they were attached after Init
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
if (Storage is null || DetectionProvider is null || HealthProvider is null)
{
_initRetryCount++;
if (_initRetryCount <= MaxInitRetries)
{
// Schedule a retry shortly to wait for other nodes to finish _Ready
var timer = GetTree().CreateTimer(InitRetryDelaySeconds);
timer.Timeout += TryCompleteInit;
return;
}
// Final failure: log detailed error and bail out to avoid throws
var actorName = MainObject?.Name ?? "<unknown>";
GD.PrintErr($"[InitState] Failed to resolve required modules on actor '{actorName}' after {_initRetryCount} attempts.\n" +
$" Storage: {(Storage is null ? "MISSING" : "OK")},\n" +
$" DetectionProvider: {(DetectionProvider is null ? "MISSING" : "OK")},\n" +
$" HealthProvider: {(HealthProvider is null ? "MISSING" : "OK")}");
return;
}
// All modules present, proceed with initialization
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
// Transition to the Idle state now that initialization is complete
StateMachine.SetState(EnemyState.Idle);
}
}

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@ -0,0 +1 @@
uid://dkmwqvhenu1xq

View file

@ -9,20 +9,30 @@ public partial class Shooting : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Shooting;
[Export] public EnemyStorage3D Storage { get; private set; }
private EnemyStorage3D Storage { get; set; }
[Export] public PlayerDetection3D PlayerDetection { get; private set; }
private PlayerDetection3D PlayerDetection { get; set; }
[Export] public Weapon3D EquippedWeapon;
[Export] public NavigationProvider3D NavigationModule { get; private set; }
private NavigationProvider3D NavigationModule { get; set; }
[Export] public GravityProvider GravityProvider { get; private set; }
private GravityProvider GravityProvider { get; set; }
private bool _isPlayerInRange = false;
private Vector3? _currentStrafeTarget = null;
private float _strafeSpeed => Storage.EnemyData.StrafeSpeed;
private bool _isPlayerInRange;
private Vector3? _currentStrafeTarget;
private float StrafeSpeed => Storage.EnemyData.StrafeSpeed;
private double _responseTimer;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetection3D>();
NavigationModule ??= StateMachine.GetModule<NavigationProvider3D>();
GravityProvider ??= StateMachine.GetModule<GravityProvider>();
}
private double _responseTimer = 0;
public override void EnterState()
{
base.EnterState();
@ -31,12 +41,13 @@ public partial class Shooting : EnemyStateBase3D
PlayerDetection.PlayerOutOfRange += PlayerDetectionOnPlayerOutOfRange;
//DamageReceiver.ChangeState(true);
if (Storage is null || PlayerDetection is null) return;
//DamageReceiver.HealthProvider.ResourceDepleted += HealthProviderOnResourceDepleted;
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
if (EquippedWeapon != null)
{
EquippedWeapon.WeaponData = Storage.Root.EnemyResource.Weapon;
EquippedWeapon.Init();
}
_currentStrafeTarget = null;
@ -56,24 +67,22 @@ public partial class Shooting : EnemyStateBase3D
PlayerDetection.PlayerOutOfRange -= PlayerDetectionOnPlayerOutOfRange;
//DamageReceiver.HealthProvider.ResourceDepleted -= HealthProviderOnResourceDepleted;
_currentStrafeTarget = null;
//DamageReceiver.ChangeState(false);
}
public override void PhysicsProcessState(double delta)
{
base.PhysicsProcessState(delta);
if (Storage is null || PlayerDetection is null || NavigationModule is null || GravityProvider is null)
return;
if (PlayerDetection.IsPlayerInRange(Storage.Root.EnemyResource.ViewRange) && PlayerDetection.IsPlayerInSight())
{
// SHOOT
Shoot();
if (_strafeSpeed > 0)
if (StrafeSpeed > 0)
{
// Check if a strafe position is needed
if (!_currentStrafeTarget.HasValue || NavigationModule.IsNavigationFinished())
@ -100,7 +109,7 @@ public partial class Shooting : EnemyStateBase3D
if (_currentStrafeTarget.HasValue)
{
NavigationModule.SetTarget(_currentStrafeTarget.Value);
NavigationModule.Move(_strafeSpeed);
NavigationModule.Move(StrafeSpeed);
}
// Calculate gravity
@ -111,6 +120,8 @@ public partial class Shooting : EnemyStateBase3D
private Vector3? CalculateStrafePosition()
{
if (!PlayerDetection.LastKnownPlayerPosition.HasValue) return null;
var playerPos = PlayerDetection.LastKnownPlayerPosition.Value;
var enemyPos = MainObject.GlobalPosition;
@ -149,16 +160,10 @@ public partial class Shooting : EnemyStateBase3D
private Vector2 GetShootDirection()
{
// if (Storage.EnemyData.PredictPlayer && PlayerDetection.LastKnowPlayerVelocity.HasValue)
// {
// var predictedDirection = MathFunctions.PredictInterceptPosition(MainObject.GlobalPosition,
// PlayerDetection.LastKnownPlayerPosition.Value, PlayerDetection.LastKnowPlayerVelocity.Value,
// EquippedWeapon.WeaponData.BulletData.BulletSpeed);
// if (predictedDirection.HasValue) return (predictedDirection.Value - MainObject.GlobalPosition).Normalized();
//
// }
if (!PlayerDetection.LastKnownPlayerPosition.HasValue)
return Vector2.Zero;
return ( PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
return (PlayerDetection.LastKnownPlayerPosition.Value - MainObject.GlobalPosition).ToVector2().Normalized();
}
private void Shoot()

View file

@ -8,16 +8,26 @@ public partial class Alert : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Alert;
[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; }
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
// Try to resolve modules via the state machine so the same modules can be reused without per-state exports
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
NavigationModule ??= StateMachine.GetModule<NavigationMovementModule>();
}
public override void EnterState()
{
base.EnterState();
@ -25,8 +35,6 @@ public partial class Alert : EnemyStateBase
PlayerDetection.SetRange(StorageModule.Root.EnemyResource.PlayerDetectionRange);
//_isPlayerInRange = PlayerDetection.IsPlayerInRange(StorageModule.Root.EnemyResource.ViewRange);
//GD.Print($"Player In Range: {_isPlayerInRange}");
PlayerDetection.PlayerInRange += PlayerDetectionOnPlayerInRange;

View file

@ -8,17 +8,14 @@ public partial class Controlled : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Controlled;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export]
private InputProvider _inputProvider;
[Export]
public PlayerCrosshairProvider CrosshairProvider { get; private set; }
private PlayerCrosshairProvider CrosshairProvider { get; set; }
[Export] public Weapon EquippedWeapon { get; private set; }
@ -28,6 +25,14 @@ public partial class Controlled : EnemyStateBase
private bool _isStrafing = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
CrosshairProvider ??= StateMachine.GetModule<PlayerCrosshairProvider>();
}
public override void EnterState()
{
base.EnterState();
@ -80,10 +85,6 @@ public partial class Controlled : EnemyStateBase
if (Input.IsActionJustPressed(ControlEndAction))
{
// if (GameManager.Instance.ToggleControlMode() is GameState.Playing)
// {
// ResumeControl();
// }
StateMachine.SetState(EnemyState.Idle);
}
@ -126,7 +127,6 @@ public partial class Controlled : EnemyStateBase
// Shoot at the player's last known position
EquippedWeapon.ShootDirection = direction;
//StorageModule.FacingDirection = direction;
//StorageModule.FacingDirection = direction.SnapToCardinal().Normalized();
EquippedWeapon.Shoot(BulletOwner.Player);

View file

@ -7,18 +7,16 @@ public partial class Dead : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Dead;
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
[Export]
public EnemyDropsProvider DropsProvider { get; private set; }
private EnemyDropsProvider DropsProvider { get; set; }
// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
// {
// base.Init(machine);
//
//
// }
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
DropsProvider ??= StateMachine.GetModule<EnemyDropsProvider>();
}
public override void EnterState()
{

View file

@ -3,16 +3,15 @@ using System.Linq;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.Loot;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class EnemyStorageModule : Node2D, IFSMStorage
public partial class EnemyStorageModule : Node2D, IFSMStorage, IActorStorage
{
[Export]
public EnemyFSMProxy Root { get; private set; }
public Node2D RootAsNode => Root;
public Node RootAsNode => Root;
public EnemyResource EnemyData => Root.EnemyResource;

View file

@ -11,21 +11,22 @@ public partial class Idle : EnemyStateBase
// Scan for player, move to alert if found
// Receive damage, move to alert if received
[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; }
// public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
// {
// base.Init(machine);
// }
private bool _isPlayerInRange = false;
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
PlayerDetection ??= StateMachine.GetModule<PlayerDetectionModule>();
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
}
public override void EnterState()
{
base.EnterState();

View file

@ -1 +0,0 @@
uid://rrelumir3g6n

View file

@ -4,15 +4,20 @@ using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Init : EnemyStateBase
public partial class InitState : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Init;
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
private GenericDamageReceiver DamageReceiver { get; set; }
[Export]
public EnemyStorageModule StorageModule { get; private set; }
private EnemyStorageModule StorageModule { get; set; }
public override void Init(IStateMachine<EnemyState, CharacterBody2D> machine)
{
base.Init(machine);
DamageReceiver ??= StateMachine.GetModule<GenericDamageReceiver>();
StorageModule ??= StateMachine.GetModule<EnemyStorageModule>();
}
public override void EnterState()
{

View file

@ -0,0 +1 @@
uid://geli5yyi4m8d

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@ -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();

View file

@ -0,0 +1,11 @@
using Godot;
namespace Cirno.Scripts.Components.FSM;
public interface IActorStorage
{
public Vector2 FacingDirection { get; set; }
public Vector2 AimingDirection { get; set; }
public Vector2 MovementDirection { get; set; }
}

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@ -0,0 +1 @@
uid://rrdnrqkw8pna

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@ -7,5 +7,5 @@ namespace Cirno.Scripts.Components.FSM;
public interface IFSMStorage
{
public IEnumerable<LootDrop> LootDrops { get; }
public Node2D RootAsNode { get; }
public Node RootAsNode { get; }
}

View file

@ -1,4 +1,5 @@
using System.Collections.Generic;
#nullable enable
using System.Collections.Generic;
using Godot;
namespace Cirno.Scripts.Components.FSM;
@ -15,4 +16,7 @@ public interface IStateMachine<TKey, [MustBeVariant] TType>
public TKey GetState();
public TType MainObject { get; }
// Allow states to query modules by type from the owning actor
public T? GetModule<T>() where T : Node;
}

View file

@ -1,4 +1,5 @@
using System.Collections.Generic;
#nullable enable
using System.Collections.Generic;
using Godot;
namespace Cirno.Scripts.Components.FSM;
@ -8,13 +9,15 @@ public abstract partial class IsoStateMachineBase<TKey, TType> : Node, IStateMac
where TType : Node
{
public Dictionary<TKey, IState<TKey, TType>> States { get; set; } = new();
public TKey CurrentStateIndex { get; set; }
public TKey CurrentStateIndex { get; set; } = default!;
public IState<TKey, TType> CurrentState => States[CurrentStateIndex];
public abstract TKey InitialState { get; protected set; }
private TType _mainObject;
private TType _mainObject = default!;
public TType MainObject => _mainObject;
private bool _hasState;
public override void _Ready()
{
_mainObject = this.GetParent<TType>();
@ -38,23 +41,38 @@ public abstract partial class IsoStateMachineBase<TKey, TType> : Node, IStateMac
public void SetState(TKey stateId)
{
if (CurrentStateIndex is not null)
if (_hasState)
{
// Keep track of previous state and exit it
// PreviousStateIndex is not part of this base; derived classes may add it if needed
CurrentState.ExitState();
}
CurrentStateIndex = stateId;
CurrentState.EnterState();
_hasState = true;
}
// Implement the GetModule<T>() helper so this base class satisfies the IStateMachine interface
public T? GetModule<T>() where T : Node
{
if (MainObject is null) return default;
foreach (var child in MainObject.GetChildren())
{
if (child is T t) return t;
}
return default;
}
public override void _Process(double delta)
{
if (CurrentStateIndex is null) return;
if (!_hasState) return;
CurrentState.ProcessState(delta);
}
public override void _PhysicsProcess(double delta)
{
if (CurrentStateIndex is null) return;
if (!_hasState) return;
CurrentState.PhysicsProcessState(delta);
}
}

View file

@ -6,9 +6,18 @@ public abstract partial class ModuleBase<TKey, TType> : Node, IModule<TKey, TTyp
where TKey : notnull
where TType : Node
{
// Provide the state machine reference for derived modules to use without repeating boilerplate
protected IStateMachine<TKey, TType> StateMachine { get; private set; }
protected TType MainObject => StateMachine.MainObject;
// Default Init behaviour sets the state machine reference. Derived classes can still override
public virtual void Init(IStateMachine<TKey, TType> machine)
{
StateMachine = machine;
}
public abstract void EnterState(TKey state);
public abstract void ExitState(TKey state);
public abstract void Init(IStateMachine<TKey, TType> machine);
public abstract void Process(double delta);
public abstract void PhysicsProcess(double delta);
}

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();
}
}
}

View file

@ -6,11 +6,13 @@ public partial class Drowning : PlayerStateBase
{
public override PlayerState StateId => PlayerState.Drowning;
[Export]
private PlayerAnimationProvider _animationProvider;
public override void EnterState()
{
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
if (_animationProvider is null) return;
_animationProvider.PlayDrowningAnimation();
// Wait for animation to be over and switch to death
@ -19,6 +21,7 @@ public partial class Drowning : PlayerStateBase
private void AnimationProviderOnOnAnimationEnded(StringName animationName)
{
if (_animationProvider is null) return;
if (animationName != _animationProvider.DrowningAnimationName) return;
_animationProvider.OnAnimationEnded -= AnimationProviderOnOnAnimationEnded;

View file

@ -1,5 +1,3 @@
using System;
using System.Threading.Tasks;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
@ -8,16 +6,27 @@ public partial class Init : PlayerStateBase
{
public override PlayerState StateId => PlayerState.Init;
[Export]
private PlayerAnimationProvider _animationProvider;
[Export] private PlayerStorageModule _storageModule;
private PlayerStorageModule _storageModule;
public override void EnterState()
{
_storageModule.FacingDirection = ((PlayerStateMachine)StateMachine).StartingDirection;
_animationProvider.PlayUnteleportAnimation();
_ = AutoSwitchToStart();
// Resolve modules lazily to avoid method/class name conflicts with Init
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
if (_storageModule != null)
_storageModule.FacingDirection = ((PlayerStateMachine)StateMachine).StartingDirection;
if (_animationProvider != null)
{
_animationProvider.PlayUnteleportAnimation();
// If you need to wait for animation end, subscribe here
}
var timer = GetTree().CreateTimer(0.5f);
timer.Timeout += () => StateMachine.SetState(PlayerState.Active);
}
public override void ExitState()
@ -34,10 +43,4 @@ public partial class Init : PlayerStateBase
{
}
private async Task AutoSwitchToStart()
{
await Task.Delay(500);
StateMachine.SetState(PlayerState.Active);
}
}

View file

@ -1,5 +1,4 @@
using System;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Resources;
using Godot;
@ -13,7 +12,7 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
[Export]
public ActorResourceProvider Shield { get; set; }
[Export] private PlayerStorageModule _storageModule;
private PlayerStorageModule _storageModule;
public Vector2 FacingDirection
{
@ -21,7 +20,7 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
private set => _storageModule.FacingDirection = value;
}
public bool Enabled { get; set; } = false;
public bool Enabled { get; set; }
public override void EnterState(PlayerState state)
{
@ -40,6 +39,7 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
{
InventoryManager.Instance.ItemUsed += this.UseItem;
_machine = machine;
_storageModule ??= StateMachine.GetModule<PlayerStorageModule>();
}
private void UseItem(LootItem item, int totalcount)
@ -48,94 +48,8 @@ public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterB
GD.Print($"Used {item.ItemName} in player");
item.ItemEffect?.Execute(this, item);
return;
// switch (item.Item)
// {
// case ItemTypes.KeycardRed:
// break;
// case ItemTypes.KeycardBlue:
// break;
// case ItemTypes.KeycardGreen:
// break;
// case ItemTypes.Ammo:
// break;
// case ItemTypes.Medkit:
// Heal(item);
// break;
// case ItemTypes.FrogBomb:
// SpawnSpiderBomb(item);
// break;
// case ItemTypes.Bomb:
// SpawnBomb(item);
// break;
// case ItemTypes.Mine:
// break;
// case ItemTypes.Battery:
// RechargeShield(item);
// break;
// case ItemTypes.Weapon:
// break;
// case ItemTypes.Power:
// break;
// case ItemTypes.Points:
// break;
// case ItemTypes.Credits:
// break;
// case ItemTypes.KeyItem:
// break;
// }
}
// private void SpawnBomb(LootItem item)
// {
// GD.Print("Spawned bomb");
// }
//
// private void Heal(LootItem item)
// {
// Health.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
// }
//
// private void RechargeShield(LootItem item)
// {
// Shield.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
// }
//
// private void SpawnSpiderBomb(LootItem item)
// {
// //var bullet = item.WeaponData.BulletData.BulletScene.Instantiate<Bullet>();
// //bullet.Initialize(item.WeaponData.BulletData.MakeBullet(this.GlobalPosition, 1,0, 0), GameManager.Instance);
//
//
// //InventoryManager.Instance.RemoveItem(item.ItemKey, 1);
// // emit projectile
// var bullet = this.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
//
// var bulletData = item.WeaponData.MakeBullet(this.GlobalPosition);
//
// bullet.Initialize(bulletData, GameManager.Instance);
// bullet.SetDirection(FacingDirection);
// bullet.RotateSpriteDegrees(-90);
// //bullet.SetDirection(_facingDirection);
// bullet.Speed = item.WeaponData.BulletData.BulletSpeed;
//
// _machine.SetState(PlayerState.Controlling);
//
// //RequestMovementDisable(true);
// // set camera
// GameManager.Instance.CameraTargetObject(bullet);
// // set event destroy
// bullet.OnDestroy += () =>
// {
// GameManager.Instance.CameraTargetPlayer();
// _machine.SetState(PlayerState.Active);
// //RequestMovementDisable(false);
// };
// }
public override void Process(double delta)
{

View file

@ -6,12 +6,12 @@ public partial class Teleporting : PlayerStateBase
{
public override PlayerState StateId => PlayerState.Teleporting;
[Export]
private PlayerAnimationProvider _animationProvider;
public override void EnterState()
{
_animationProvider.PlayTeleportAnimation();
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
_animationProvider?.PlayTeleportAnimation();
}
public override void ExitState()

View file

@ -4,14 +4,13 @@ namespace Cirno.Scripts.Components.FSM.Player;
public partial class UnTeleporting : PlayerStateBase
{
public override PlayerState StateId => PlayerState.UnTeleporting
;
[Export]
public override PlayerState StateId => PlayerState.UnTeleporting;
private PlayerAnimationProvider _animationProvider;
public override void EnterState()
{
_animationProvider.PlayUnteleportAnimation();
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider>();
_animationProvider?.PlayUnteleportAnimation();
}
public override void ExitState()

View file

@ -1,4 +1,5 @@
using System.Collections.Generic;
#nullable enable
using System.Collections.Generic;
using Godot;
namespace Cirno.Scripts.Components.FSM;
@ -7,14 +8,21 @@ public abstract partial class StateMachineBase<TKey, TType> : Node, IStateMachin
where TKey : notnull
where TType : Node
{
[Signal]
public delegate void StateChangedEventHandler(Variant from, Variant to);
public Dictionary<TKey, IState<TKey, TType>> States { get; set; } = new();
public TKey CurrentStateIndex { get; set; }
public TKey PreviousStateIndex { get; private set; }
public IState<TKey, TType> CurrentState => States[CurrentStateIndex];
public abstract TKey InitialState { get; protected set; }
private TType _mainObject;
private TType _mainObject = default!;
public TType MainObject => _mainObject;
// Internal flag to indicate if a state has been set previously
private bool _hasState;
public override void _Ready()
{
_mainObject = this.GetParent<TType>();
@ -38,23 +46,54 @@ public abstract partial class StateMachineBase<TKey, TType> : Node, IStateMachin
public void SetState(TKey stateId)
{
if (CurrentStateIndex is not null)
if (_hasState)
{
PreviousStateIndex = CurrentStateIndex;
CurrentState.ExitState();
}
var from = _hasState ? CurrentStateIndex.ToString() : string.Empty;
CurrentStateIndex = stateId;
var to = CurrentStateIndex.ToString();
CurrentState.EnterState();
_hasState = true;
EmitSignal(nameof(StateChanged), from, to);
}
/// <summary>
/// Returns the first descendant under the main object (root node that owns this state machine)
/// that matches the requested type T, or null if none found. This lets states fetch
/// modules attached to the actor without per-state editor wiring.
/// </summary>
public T? GetModule<T>() where T : Node
{
if (MainObject is null) return default;
return FindInChildren<T>(MainObject);
}
private static T? FindInChildren<T>(Node parent) where T : Node
{
foreach (var obj in parent.GetChildren())
{
if (obj is T t) return t;
if (obj is Node node)
{
var found = FindInChildren<T>(node);
if (found is not null) return found;
}
}
return default;
}
public override void _Process(double delta)
{
if (CurrentStateIndex is null) return;
if (!_hasState) return;
CurrentState.ProcessState(delta);
}
public override void _PhysicsProcess(double delta)
{
if (CurrentStateIndex is null) return;
if (!_hasState) return;
CurrentState.PhysicsProcessState(delta);
}
}

View file

@ -8,6 +8,8 @@ using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Resources;
using Godot.Collections;
using System.Threading.Tasks;
using Cirno.Scripts.Components.FSM;
using Cirno.Scripts.Components.FSM._3DPlayer;
using Cirno.Scripts.Controllers;
using Cirno.Scripts.Utils;
@ -586,14 +588,4 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
}
public enum PlayerState
{
Init,
Active,
Cutscene,
Teleporting,
UnTeleporting,
Controlling,
Dead,
Drowning,
}

View file

@ -1,4 +1,5 @@
using Godot;
using Cirno.Scripts.Components.FSM;
using Godot;
namespace Cirno.Scripts.Resources.Events;

View file

@ -1,5 +1,6 @@
using System.Threading;
using System.Threading.Tasks;
using Cirno.Scripts.Components.FSM;
using Godot;
using GTweens.Builders;
using GTweens.Easings;

View file

@ -1,4 +1,5 @@
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Components.FSM;
using Cirno.Scripts.Components.FSM.Player;
using Cirno.Scripts.Controllers;
using Godot;

View file

@ -1,4 +1,4 @@
@tool
@tool
class_name BaseViewer
extends PanelContainer
@ -173,4 +173,3 @@ func _should_show_3d() -> bool:
func _log_to_dock(message: String, color: Color = Color.WHITE) -> void:
if _dock and _dock.has_method("add_log"):
_dock.call("add_log", message, color)

View file

@ -1,4 +1,4 @@
@tool
@tool
extends BaseCreatorDialog
# Popup window for configuring bullet parameters before creation
@ -371,4 +371,3 @@ func _show_error(message: String) -> void:
dialog.title = "Error"
add_child(dialog)
dialog.popup_centered()

View file

@ -1,4 +1,4 @@
@tool
@tool
extends BaseViewer
# Displays all bullets from the Resources/Bullets folders in a grid format
@ -330,4 +330,3 @@ func _open_bullet_dialog(is_3d: bool, prefill_data: Dictionary = {}) -> void:
dialog.call_deferred("setup_bullet", _editor_interface, is_3d, prefill_data)
dialog.call_deferred("connect", "bullet_data_confirmed", _on_duplicate_bullet_confirmed)
dialog.call_deferred("popup_centered")

View file

@ -1,4 +1,4 @@
@tool
@tool
extends BaseCreatorDialog
signal enemy_data_confirmed(enemy_data: Dictionary)
@ -303,6 +303,3 @@ func _on_create_pressed() -> void:
_save_dialog_size_and_position()
enemy_data_confirmed.emit(enemy_data)
queue_free()

View file

@ -1,4 +1,4 @@
@tool
@tool
extends BaseViewer
# Displays all enemies from directory structure or database
@ -224,5 +224,3 @@ func _on_create_enemy_pressed() -> void:
dialog.enemy_data_confirmed.connect(func(enemy_data):
duplicate_enemy_requested.emit(enemy_data)
)

View file

@ -511,4 +511,3 @@ func _create_enemy_resource(path: String, enemy_data: Dictionary) -> bool:
return false
return true