FSM Player input

This commit is contained in:
MaddoScientisto 2025-02-28 22:49:55 +01:00
commit cc0d698bb5
7 changed files with 180 additions and 106 deletions

View file

@ -9,4 +9,10 @@ public abstract partial class InputProvider : Node2D
public abstract bool GetActionJustPressed(string action);
public abstract bool GetActionPressed(string action);
public abstract bool GetShootPressed();
public abstract bool GetUseJustPressed();
public abstract bool GetStrafePressed();
public abstract bool GetWeaponNextJustPressed();
public abstract bool GetWeaponPreviousJustPressed();
}

View file

@ -4,9 +4,36 @@ namespace Cirno.Scripts.Components.Actors;
public partial class KeyboardInputProvider : InputProvider
{
[ExportCategory("Movement")]
[Export]
public string LeftAxisName { get; private set; } = "left";
[Export]
public string RightAxisName { get; private set; } = "right";
[Export]
public string UpAxisName { get; private set; } = "up";
[Export]
public string DownAxisName { get; private set; } = "down";
[ExportCategory("Aiming")]
[Export]
public string LeftAimName { get; private set; } = "aim_left";
[Export]
public string RightAimName { get; private set; } = "aim_right";
[Export]
public string UpAimName { get; private set; } = "aim_up";
[Export]
public string DownAimName { get; private set; } = "aim_down";
[ExportCategory("Action Names")]
[Export] private string _shootActionName = "shoot";
[Export] private string _useActionName = "Use";
[Export] private string _strafeActionName = "strafe";
[Export] private string _nextWeaponActionName = "next_weapon";
[Export] private string _previousWeaponActionName = "previous_weapon";
public override Vector2 GetMovementInput()
{
return Input.GetVector("left", "right", "up", "down");
return Input.GetVector(LeftAxisName, RightAxisName, UpAxisName, DownAxisName);
}
public override Vector2 GetAimInput()
@ -17,8 +44,8 @@ public partial class KeyboardInputProvider : InputProvider
private Vector2 GetRightStickInput()
{
return new Vector2(
Input.GetAxis("aim_left","aim_right"),
Input.GetAxis("aim_up", "aim_down")
Input.GetAxis(LeftAimName,RightAimName),
Input.GetAxis(UpAimName, DownAimName)
);
}
@ -31,4 +58,30 @@ public partial class KeyboardInputProvider : InputProvider
{
return Input.IsActionPressed(action);
}
public override bool GetShootPressed()
{
return GetActionPressed(_shootActionName);
}
public override bool GetUseJustPressed()
{
return GetActionJustPressed(_useActionName);
}
public override bool GetStrafePressed()
{
return GetActionPressed(_strafeActionName);
}
public override bool GetWeaponNextJustPressed()
{
return GetActionJustPressed(_nextWeaponActionName);
}
public override bool GetWeaponPreviousJustPressed()
{
return GetActionJustPressed(_previousWeaponActionName);
}
}

View file

@ -0,0 +1,48 @@
using Godot;
public partial class PlayerAnimationProvider : Node2D
{
[Export]
public AnimatedSprite2D _animatedSprite {get; private set;}
[ExportCategory("Animation Names")]
[Export]
public string WalkRightAnimationName {get; private set;} = "walk_right";
[Export]
public string WalkLeftAnimationName {get; private set;} = "walk_left";
[Export]
public string WalkDownAnimationName {get; private set;} = "walk_down";
[Export]
public string WalkUpAnimationName {get; private set;} = "walk_up";
public void SetAnimation(Vector2 velocity)
{
if (velocity.X == 0 && velocity.Y == 0)
{
_animatedSprite.SpeedScale = 0;
}
else
{
_animatedSprite.SpeedScale = 1;
}
if (velocity.X > 0)
{
_animatedSprite.Play(WalkRightAnimationName);
}
else if (velocity.X < 0)
{
_animatedSprite.Play(WalkLeftAnimationName);
}
else if (velocity.Y > 0)
{
_animatedSprite.Play(WalkDownAnimationName);
}
else if (velocity.Y < 0)
{
_animatedSprite.Play(WalkUpAnimationName);
}
}
}

View file

@ -0,0 +1 @@
uid://bo5sgbv1t8ril

View file

@ -8,17 +8,15 @@ public partial class Active : PlayerFSMState
{
private Vector2 _movementDirection { get; set; }
private Vector2 _facingDirection { get; set; }
[Export] public Sprite2D HitboxSprite { get; set; }
[ExportGroup("Action Names")]
[Export] private string _shootActionName = "shoot";
[Export] private string _useActionName = "Use";
[Export] private string _strafeActionName = "strafe";
[Export] private string _nextWeaponActionName = "next_weapon";
[Export] private string _previousWeaponActionName = "previous_weapon";
[Export]
private PlayerWeaponProvider _weaponProvider;
[Export]
private PlayerAnimationProvider _animationProvider;
[Export]
private InputProvider _inputProvider;
private bool _isStrafing { get; set; }
@ -34,7 +32,8 @@ public partial class Active : PlayerFSMState
{
base.Init(stateMachine);
_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
_weaponProvider.Init(stateMachine);
}
@ -48,7 +47,7 @@ public partial class Active : PlayerFSMState
public override void ExitState()
{
_animationProvider.SetAnimation(Vector2.Zero);
}
public override void PhysicsProcessState(double delta)
@ -60,10 +59,10 @@ public partial class Active : PlayerFSMState
public override void ProcessState(double delta)
{
SetAnimation();
_movementDirection = GetInput();
_isStrafing = Input.IsActionPressed(_strafeActionName);
_movementDirection = _inputProvider.GetMovementInput();
_isStrafing = _inputProvider.GetStrafePressed();
// Toggle visibility of the hitbox sprite based on strafing
if (HitboxSprite != null)
@ -71,7 +70,7 @@ public partial class Active : PlayerFSMState
HitboxSprite.Visible = _isStrafing;
}
var rightStickInput = GetRightStickInput();
var rightStickInput = _inputProvider.GetAimInput();
// Update Facing Direction
if (!_isStrafing)
@ -86,72 +85,20 @@ public partial class Active : PlayerFSMState
}
}
_animationProvider.SetAnimation(_stateMachine.Velocity);
HandleShoot();
// FindInteractable();
// if (Input.IsActionJustPressed(_nextWeaponActionName))
// {
// NextWeapon();
// }
// if (Input.IsActionJustPressed(_previousWeaponActionName))
// {
// PreviousWeapon();
// }
// _crosshair.Position = CalculateCrosshairPosition();
}
private void SetAnimation()
{
// if (Velocity.X == 0 && Velocity.Y == 0)
// {
// _animatedSprite.SpeedScale = 0;
// }
// else
// {
// _animatedSprite.SpeedScale = 1;
// }
// if (Velocity.X > 0)
// {
// _animatedSprite.Play("walk_right");
// }
// else if (Velocity.X < 0)
// {
// _animatedSprite.Play("walk_left");
// }
// else if (Velocity.Y > 0)
// {
// _animatedSprite.Play("walk_down");
// }
// else if (Velocity.Y < 0)
// {
// _animatedSprite.Play("walk_up");
// }
}
private void HandleShoot()
{
if (!Input.IsActionPressed(_shootActionName)) return;
if (!_inputProvider.GetShootPressed()) return;
_weaponProvider.Shoot(this._facingDirection);
}
public Vector2 GetInput()
{
return Input.GetVector("left", "right", "up", "down");
}
private Vector2 GetRightStickInput()
{
return new Vector2(
Input.GetAxis("aim_left", "aim_right"),
Input.GetAxis("aim_up", "aim_down")
);
}
}