using Cirno.Scripts.Components.Actors; using Godot; namespace Cirno.Scripts.Components.FSM.Player; public partial class Dead : PlayerStateBase { public override PlayerState StateId => PlayerState.Dead; [Export] private PlayerAnimationProvider _animationProvider; [Export] private InputProvider _inputProvider; [Export] private ActorResourceProvider _healthProvider; [Export] private ActorResourceProvider _motivationProvider; private bool _isGameOver = false; public override void EnterState() { _animationProvider.PlayDeathAnimation(); if (_motivationProvider.CurrentResource < 100f) { // If motivation is not enough show game over scene Hud.Instance.ShowGameOver(); _isGameOver = true; } else { // Else show respawn notification Hud.Instance.ShowTerminated(); _isGameOver = false; } } public override void ExitState() { // Hide game over Hud.Instance.HideTerminated(); } public override void ProcessState(double delta) { // wait for button if (_inputProvider.GetShootJustPressed()) { if (_isGameOver) { // Restart Level GlobalState.Instance.RestartLevel(); } else { Respawn(); } } } public override void PhysicsProcessState(double delta) { } public void Respawn() { MainObject.GlobalPosition = GameManager.Instance.LastCheckpointPosition; _healthProvider.FillResource(); GameManager.Instance.ClearBullets(); _motivationProvider.CurrentResource -= 100f; if (_motivationProvider.CurrentResource <= 1f) { _motivationProvider.CurrentResource = 1f; } ChangeState(PlayerState.Active); } }