Made crosshair into a module

This commit is contained in:
Marco 2025-05-06 10:25:11 +02:00
commit ddadb9bd04
10 changed files with 93 additions and 36 deletions

View file

@ -166,7 +166,7 @@ public partial class Active : PlayerStateBase
_animationProvider.SetAnimationSpeed(MainObject.Velocity);
_animationProvider.SetAnimation(FacingDirection);
_crosshairProvider.UpdatePosition(FacingDirection);
//_crosshairProvider.UpdatePosition(FacingDirection);
HandleShoot();

View file

@ -0,0 +1,21 @@
using Godot;
namespace Cirno.Scripts.Components.FSM;
public abstract partial class PlayerNode2DModule : Node2D, IModule<PlayerState, CharacterBody2D>
{
public IStateMachine<PlayerState, CharacterBody2D> StateMachine { get; private set; }
public CharacterBody2D CharacterBody => StateMachine.MainObject;
public abstract void EnterState(PlayerState state);
public abstract void ExitState(PlayerState state);
public virtual void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
StateMachine = machine;
}
public abstract void Process(double delta);
public abstract void PhysicsProcess(double delta);
}

View file

@ -0,0 +1 @@
uid://bkowl104hcpu7