mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-11 12:35:54 +00:00
Isometric implementation
This commit is contained in:
parent
1434f7aa6d
commit
ed656f00bb
92 changed files with 2834 additions and 223 deletions
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@ -2,7 +2,7 @@
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namespace Cirno.Scripts.Components.Actors;
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public abstract partial class InputProvider : Node2D
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public abstract partial class InputProvider : Node
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{
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public abstract Vector2 GetMovementInput();
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public abstract Vector2 GetAimInput();
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165
Scripts/Components/FSM/3DPlayer/Active.cs
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165
Scripts/Components/FSM/3DPlayer/Active.cs
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@ -0,0 +1,165 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class Active : BaseState<PlayerState, CharacterBody3D>
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{
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public override PlayerState StateId => PlayerState.Active;
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private CharacterBody3D _player;
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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base.Init(machine);
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//_hud = Hud.Instance;
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//_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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// _damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
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// {
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// _animationProvider.Blink();
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// };
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// _damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
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// {
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// _animationProvider.PlayShieldAnimation();
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//
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// };
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//_damageReceiver.Init(StateMachine);
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//_damageReceiver.RefillHealth();
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//_damageReceiver.RefillShield();
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//_activationProvider.Init(MainObject);
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//_weaponProvider.Init(MainObject);
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}
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public override void EnterState()
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{
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base.EnterState();
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// enable sprite
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// enable crosshair
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//_crosshairProvider.Show();
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//_animationProvider.ShowSprite();
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//_damageReceiver.Enabled = true;
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//_activationProvider.Enabled = true;
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//_interactionController.Enabled = true;
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}
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public override void ExitState()
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{
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base.ExitState();
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// _animationProvider.SetAnimationSpeed(Vector2.Zero);
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// //_animationProvider.SetAnimation(Vector2.Zero);
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// _crosshairProvider.Hide();
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// _hitboxSpriteProvider.Hide();
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//
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// _damageReceiver.Enabled = false;
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// _activationProvider.Enabled = false;
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// _interactionController.Enabled = false;
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}
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public override void PhysicsProcessState(double delta)
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{
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// Reset at start of frame
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//MainObject.Velocity = Vector2.Zero;
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// Process modules
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base.PhysicsProcessState(delta);
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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_movementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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// if (!_isStrafing)
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// {
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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FacingDirection = rightStickInput;
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}
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else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
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{
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FacingDirection = _movementDirection;
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}
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// }
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_animationProvider.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider.SetAnimation(FacingDirection);
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HandleWeaponSwitch();
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_weaponProvider.Update(delta);
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//_crosshairProvider.UpdatePosition(FacingDirection);
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HandleShoot();
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HandleInteraction();
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// FindInteractable();
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// _crosshair.Position = CalculateCrosshairPosition();
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if (_inputProvider.GetInventoryJustPressed())
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{
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GameManager.Instance.ChangeState(GameState.Inventory);
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}
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if (_inputProvider.GetPauseJustPressed())
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{
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//CallDeferred(MethodName.PauseDeferred);
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PauseDeferred();
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}
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}
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private void PauseDeferred()
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{
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GameManager.Instance.Pause();
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}
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// private void HandleShoot()
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// {
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// if (_inputProvider.GetReloadJustPressed())
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// {
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// _weaponProvider.Reload();
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// return;
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// }
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//
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// if (!_inputProvider.GetShootPressed()) return;
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// _weaponProvider.Shoot(this.FacingDirection);
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// }
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//
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// private void HandleInteraction()
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// {
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// _activationProvider.HandleInteraction();
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// }
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//
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// private void HandleWeaponSwitch()
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// {
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// if (_inputProvider.GetWeaponNextJustPressed())
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// {
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// _weaponProvider.NextWeapon();
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// }
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// else if (_inputProvider.GetWeaponPreviousJustPressed())
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// {
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// _weaponProvider.PreviousWeapon();
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// }
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// }
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}
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1
Scripts/Components/FSM/3DPlayer/Active.cs.uid
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1
Scripts/Components/FSM/3DPlayer/Active.cs.uid
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@ -0,0 +1 @@
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uid://d3ydlcdm8m3tg
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37
Scripts/Components/FSM/3DPlayer/Init.cs
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37
Scripts/Components/FSM/3DPlayer/Init.cs
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@ -0,0 +1,37 @@
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using System.Threading.Tasks;
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class Init : BaseState<PlayerState, CharacterBody3D>
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{
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public override PlayerState StateId => PlayerState.Init;
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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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}
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public override void ExitState()
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{
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}
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public override void PhysicsProcessState(double delta)
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{
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}
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public override void ProcessState(double delta)
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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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1
Scripts/Components/FSM/3DPlayer/Init.cs.uid
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1
Scripts/Components/FSM/3DPlayer/Init.cs.uid
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@ -0,0 +1 @@
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uid://y35vqx1ifo52
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73
Scripts/Components/FSM/3DPlayer/IsoMovementModule.cs
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73
Scripts/Components/FSM/3DPlayer/IsoMovementModule.cs
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@ -0,0 +1,73 @@
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using Cirno.Scripts.Components.Actors;
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D>
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{
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[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
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[Export] private InputProvider _inputProvider;
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[Export] public int Speed { get; set; } = 45;
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[Export] public int StrafeSpeed { get; set; } = 35;
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[Export] public float Acceleration = 8f;
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[Export] public float Deceleration = 8f;
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private bool _isStrafing;
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private float _accelerationPerSecond;
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private float _decelerationPerSecond;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
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private CharacterBody3D MainObject => _stateMachine.MainObject;
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public override void EnterState(PlayerState state)
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{
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_accelerationPerSecond = Speed / Acceleration;
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_decelerationPerSecond = Speed / Deceleration;
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}
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public override void ExitState(PlayerState state)
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{
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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_stateMachine = machine;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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if (_isStrafing)
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{
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// Instant movement at strafe speed
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MainObject.Velocity = PlayerStorage.MovementDirection * StrafeSpeed;
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}
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else
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{
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Vector3 targetVelocity = PlayerStorage.MovementDirection * Speed;
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if (PlayerStorage.MovementDirection != Vector3.Zero)
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{
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MainObject.Velocity = MainObject.Velocity.MoveToward(targetVelocity, Acceleration * (float)delta);
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}
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else
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{
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MainObject.Velocity = MainObject.Velocity.MoveToward(Vector3.Zero, Deceleration * (float)delta);
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}
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}
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//MainObject.Velocity += _movementDirection * MovementSpeed;
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MainObject.MoveAndSlide();
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}
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}
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1
Scripts/Components/FSM/3DPlayer/IsoMovementModule.cs.uid
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1
Scripts/Components/FSM/3DPlayer/IsoMovementModule.cs.uid
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@ -0,0 +1 @@
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uid://c5brx3ail1tlh
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8
Scripts/Components/FSM/3DPlayer/IsoPlayerFSMProxy.cs
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8
Scripts/Components/FSM/3DPlayer/IsoPlayerFSMProxy.cs
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@ -0,0 +1,8 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoPlayerFSMProxy : CharacterBody3D
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{
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[Export] public IsoPlayerStateMachine PlayerFSM { get; private set; }
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}
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1
Scripts/Components/FSM/3DPlayer/IsoPlayerFSMProxy.cs.uid
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1
Scripts/Components/FSM/3DPlayer/IsoPlayerFSMProxy.cs.uid
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@ -0,0 +1 @@
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uid://88smibkin17p
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10
Scripts/Components/FSM/3DPlayer/IsoPlayerStateMachine.cs
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10
Scripts/Components/FSM/3DPlayer/IsoPlayerStateMachine.cs
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@ -0,0 +1,10 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoPlayerStateMachine : StateMachineBase<PlayerState,CharacterBody3D>
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{
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[Export] public override PlayerState InitialState { get; protected set; } = PlayerState.Init;
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}
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@ -0,0 +1 @@
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uid://cn3o414nvdd58
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13
Scripts/Components/FSM/3DPlayer/IsoPlayerStorageModule.cs
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13
Scripts/Components/FSM/3DPlayer/IsoPlayerStorageModule.cs
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@ -0,0 +1,13 @@
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoPlayerStorageModule : Node
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{
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[Export] public IsoPlayerFSMProxy Root { get; private set; }
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public Node RootAsNode => Root;
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public Vector2 FacingDirection { get; set; } = Vector2.Down;
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public Vector2 AimingDirection { get; set; } = Vector2.Down;
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public Vector3 MovementDirection { get; set; } = Vector3.Zero;
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}
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uid://eop2ue3otxcs
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@ -89,12 +89,12 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
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}
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}
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private void DrawDebugLine(Vector2 endPoint)
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{
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// Request the node to redraw
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QueueRedraw();
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_debugLineEndPoint = endPoint;
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}
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// private void DrawDebugLine(Vector2 endPoint)
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// {
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// // Request the node to redraw
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// QueueRedraw();
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// _debugLineEndPoint = endPoint;
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// }
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private void UpdateSpriteDirection()
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{
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@ -103,11 +103,11 @@ public partial class TurretAnimationModule : ModuleBase<EnemyState, CharacterBod
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private Vector2 _debugLineEndPoint;
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public override void _Draw()
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{
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if (Debug)
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{
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DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
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}
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}
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// public override void _Draw()
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// {
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// if (Debug)
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// {
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// DrawLine(Vector2.Zero, ToLocal(_debugLineEndPoint), Colors.Red, 2);
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// }
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// }
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}
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55
Scripts/Components/FSM/IsoStateMachineBase.cs
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55
Scripts/Components/FSM/IsoStateMachineBase.cs
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using System.Collections.Generic;
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using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class IsoStateMachineBase<TKey, TType> : Node, IStateMachine<TKey, TType>
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where TKey : notnull
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where TType : Node
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{
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public Dictionary<TKey, IState<TKey, TType>> States { get; set; } = new();
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public TKey CurrentStateIndex { get; set; }
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public IState<TKey, TType> CurrentState => States[CurrentStateIndex];
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public abstract TKey InitialState { get; protected set; }
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private TType _mainObject;
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public TType MainObject => _mainObject;
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public override void _Ready()
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{
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_mainObject = this.GetParent<TType>();
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var children = GetChildren();
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foreach (var child in children)
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{
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if (child is IState<TKey, TType> state)
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{
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States.Add(state.StateId, state);
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state.Init(this);
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}
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}
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SetState(InitialState);
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}
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public void SetState(TKey stateId)
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{
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if (CurrentStateIndex is not null)
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{
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CurrentState.ExitState();
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}
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CurrentStateIndex = stateId;
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CurrentState.EnterState();
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}
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public override void _Process(double delta)
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{
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if (CurrentStateIndex is null) return;
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CurrentState.ProcessState(delta);
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}
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public override void _PhysicsProcess(double delta)
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{
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if (CurrentStateIndex is null) return;
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CurrentState.PhysicsProcessState(delta);
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}
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}
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1
Scripts/Components/FSM/IsoStateMachineBase.cs.uid
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1
Scripts/Components/FSM/IsoStateMachineBase.cs.uid
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uid://dgdsp7fdmycl7
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@ -2,7 +2,7 @@
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class ModuleBase<TKey, TType> : Node2D, IModule<TKey, TType>
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public abstract partial class ModuleBase<TKey, TType> : Node, IModule<TKey, TType>
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where TKey : notnull
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where TType : Node
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{
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@ -23,6 +23,8 @@ public partial class FreezeModule : ModuleBase<PlayerState, CharacterBody2D>
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public bool Enabled { get; set; } = false;
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private double _cooldownTimer = 0;
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private IStateMachine<PlayerState, CharacterBody2D> _machine;
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public override void EnterState(PlayerState state)
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{
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@ -33,9 +35,10 @@ public partial class FreezeModule : ModuleBase<PlayerState, CharacterBody2D>
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{
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Enabled = false;
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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_machine = machine;
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}
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public override void Process(double delta)
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@ -77,7 +80,7 @@ public partial class FreezeModule : ModuleBase<PlayerState, CharacterBody2D>
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where child.BulletOwner is not BulletOwner.Player
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where !child.IsFrozen
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where child.BulletInfo.Freezable
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let distance = GlobalPosition.DistanceTo(child.GlobalPosition)
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let distance = _machine.MainObject.GlobalPosition.DistanceTo(child.GlobalPosition)
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where distance <= FreezeRadius
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select child).ToList();
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}
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@ -3,7 +3,7 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM;
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public abstract partial class StateMachineBase<TKey, TType> : Node2D, IStateMachine<TKey, TType>
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public abstract partial class StateMachineBase<TKey, TType> : Node, IStateMachine<TKey, TType>
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where TKey : notnull
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where TType : Node
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{
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