FSM Selector with sound

This commit is contained in:
Marco 2025-03-01 18:02:11 +01:00
commit ee09c50dbd
20 changed files with 330 additions and 28 deletions

View file

@ -28,6 +28,7 @@ public partial class Active : PlayerFSMState
private InputProvider _inputProvider;
[Export] private PlayerDamageReceiver _damageReceiver;
[Export] private ActivationProvider _activationProvider;
private bool _isStrafing;
@ -58,6 +59,8 @@ public partial class Active : PlayerFSMState
_damageReceiver.Init();
_activationProvider.Init();
//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
@ -71,6 +74,7 @@ public partial class Active : PlayerFSMState
_crosshairProvider.Show();
_damageReceiver.Enabled = true;
_activationProvider.Enabled = true;
}
public override void ExitState()
@ -80,6 +84,7 @@ public partial class Active : PlayerFSMState
_hitboxSpriteProvider.Hide();
_damageReceiver.Enabled = false;
_activationProvider.Enabled = false;
}
public override void PhysicsProcessState(double delta)
@ -117,6 +122,8 @@ public partial class Active : PlayerFSMState
_crosshairProvider.UpdatePosition(FacingDirection);
HandleShoot();
HandleInteraction();
// FindInteractable();
// _crosshair.Position = CalculateCrosshairPosition();
@ -129,5 +136,8 @@ public partial class Active : PlayerFSMState
_weaponProvider.Shoot(this.FacingDirection);
}
private void HandleInteraction()
{
_activationProvider.HandleInteraction();
}
}