cirnogodot/Scripts/Components/FSM/Player/Dead.cs
2025-04-01 11:23:37 +02:00

85 lines
No EOL
2 KiB
C#

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);
}
}