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Isometric implementation
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commit
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92 changed files with 2834 additions and 223 deletions
165
Scripts/Components/FSM/3DPlayer/Active.cs
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165
Scripts/Components/FSM/3DPlayer/Active.cs
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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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