cirnogodot/Scripts/Components/FSM/Player/Active.cs
2025-03-01 18:41:20 +01:00

143 lines
3.9 KiB
C#

using System;
using Cirno.Scripts.Components.Actors;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class Active : PlayerFSMState
{
private Vector2 _movementDirection { get; set; }
public Vector2 FacingDirection { get; private set; } = Vector2.Down;
[Export]
public int Speed { get; set; } = 45;
[Export]
public int StrafeSpeed { get; set; } = 35;
[ExportCategory("Providers")]
[Export]
private PlayerWeaponProvider _weaponProvider;
[Export]
private PlayerAnimationProvider _animationProvider;
[Export]
private PlayerCrosshairProvider _crosshairProvider;
[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
[Export]
private InputProvider _inputProvider;
[Export] private PlayerDamageReceiver _damageReceiver;
[Export] private ActivationProvider _activationProvider;
private bool _isStrafing;
public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
private PlayerStateMachine _player;
public override void Init(ActorStateMachine stateMachine)
{
base.Init(stateMachine);
_player = (PlayerStateMachine)stateMachine;
_damageReceiver.Death += () =>
{
ChangeState(PlayerState.Dead);
};
_damageReceiver.HealthChanged += (value, maxValue) =>
{
_animationProvider.Blink();
};
_damageReceiver.ShieldChanged += (value, maxValue) =>
{
_animationProvider.PlayShieldAnimation();
};
_damageReceiver.Init();
_activationProvider.Init(stateMachine);
//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
_weaponProvider.Init(stateMachine);
}
public override void EnterState()
{
// enable sprite
// enable crosshair
_crosshairProvider.Show();
_damageReceiver.Enabled = true;
_activationProvider.Enabled = true;
}
public override void ExitState()
{
_animationProvider.SetAnimation(Vector2.Zero);
_crosshairProvider.Hide();
_hitboxSpriteProvider.Hide();
_damageReceiver.Enabled = false;
_activationProvider.Enabled = false;
}
public override void PhysicsProcessState(double delta)
{
_stateMachine.Velocity = _movementDirection * MovementSpeed;
_stateMachine.MoveAndSlide();
}
public override void ProcessState(double delta)
{
_movementDirection = _inputProvider.GetMovementInput().Normalized();
_isStrafing = _inputProvider.GetStrafePressed();
// Toggle visibility of the hitbox sprite based on strafing
_hitboxSpriteProvider.SetVisibility(_isStrafing);
var rightStickInput = _inputProvider.GetAimInput().Normalized();
// Update Facing Direction
if (!_isStrafing)
{
if (rightStickInput.Length() > 0.1f) // If the right stick is moved
{
FacingDirection = rightStickInput.Normalized();
}
else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
{
FacingDirection = _movementDirection;
}
}
_animationProvider.SetAnimation(_stateMachine.Velocity);
_crosshairProvider.UpdatePosition(FacingDirection);
HandleShoot();
HandleInteraction();
// FindInteractable();
// _crosshair.Position = CalculateCrosshairPosition();
}
private void HandleShoot()
{
if (!_inputProvider.GetShootPressed()) return;
_weaponProvider.Shoot(this.FacingDirection);
}
private void HandleInteraction()
{
_activationProvider.HandleInteraction();
}
}