cirnogodot/Scripts/Components/FSM/3DPlayer/Active.cs
2025-06-11 15:28:26 +02:00

93 lines
No EOL
2.2 KiB
C#

using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class Active : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Active;
private CharacterBody3D _player;
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
base.Init(machine);
//_hud = Hud.Instance;
//_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
// _damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
// {
// _animationProvider.Blink();
// };
// _damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
// {
// _animationProvider.PlayShieldAnimation();
//
// };
//_damageReceiver.Init(StateMachine);
//_damageReceiver.RefillHealth();
//_damageReceiver.RefillShield();
//_activationProvider.Init(MainObject);
//_weaponProvider.Init(MainObject);
}
public override void EnterState()
{
base.EnterState();
// enable sprite
// enable crosshair
//_crosshairProvider.Show();
//_animationProvider.ShowSprite();
//_damageReceiver.Enabled = true;
//_activationProvider.Enabled = true;
//_interactionController.Enabled = true;
}
public override void ExitState()
{
base.ExitState();
// _animationProvider.SetAnimationSpeed(Vector2.Zero);
// //_animationProvider.SetAnimation(Vector2.Zero);
// _crosshairProvider.Hide();
// _hitboxSpriteProvider.Hide();
//
// _damageReceiver.Enabled = false;
// _activationProvider.Enabled = false;
// _interactionController.Enabled = false;
}
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
}
private void PauseDeferred()
{
GameManager.Instance.Pause();
}
}