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https://gitlab.com/MaddoScientisto/cirnogodot.git
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115 lines
No EOL
2.8 KiB
C#
115 lines
No EOL
2.8 KiB
C#
using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Utils;
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using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class Active : BaseState<PlayerState, CharacterBody3D>
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{
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public override PlayerState StateId => PlayerState.Active;
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private CharacterBody3D _player;
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[Export] private InputProvider _inputProvider;
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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base.Init(machine);
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//_hud = Hud.Instance;
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//_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
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// _damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
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// {
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// _animationProvider.Blink();
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// };
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// _damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
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// {
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// _animationProvider.PlayShieldAnimation();
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//
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// };
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//_damageReceiver.Init(StateMachine);
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//_damageReceiver.RefillHealth();
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//_damageReceiver.RefillShield();
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//_activationProvider.Init(MainObject);
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//_weaponProvider.Init(MainObject);
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}
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public override void EnterState()
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{
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base.EnterState();
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MainObject.Show();
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// enable sprite
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// enable crosshair
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//_crosshairProvider.Show();
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//_animationProvider.ShowSprite();
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//_damageReceiver.Enabled = true;
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//_activationProvider.Enabled = true;
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//_interactionController.Enabled = true;
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}
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public override void ExitState()
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{
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base.ExitState();
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// _animationProvider.SetAnimationSpeed(Vector2.Zero);
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// //_animationProvider.SetAnimation(Vector2.Zero);
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// _crosshairProvider.Hide();
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// _hitboxSpriteProvider.Hide();
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//
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// _damageReceiver.Enabled = false;
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// _activationProvider.Enabled = false;
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// _interactionController.Enabled = false;
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}
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public override void PhysicsProcessState(double delta)
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{
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// Reset at start of frame
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//MainObject.Velocity = Vector2.Zero;
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// Process modules
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base.PhysicsProcessState(delta);
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}
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public override void ProcessState(double delta)
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{
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base.ProcessState(delta);
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HandleInputHotkeys();
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}
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private void HandleInputHotkeys()
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{
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if (_inputProvider.GetInventoryJustPressed())
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{
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GameStateManager.SetState(GameState.Inventory);
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return;
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}
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if (_inputProvider.GetPauseJustPressed())
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{
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GameStateManager.Instance.Pause();
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//PauseDeferred();
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return;
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}
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}
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private void PauseDeferred()
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{
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GameStateManager.Instance.Pause();
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}
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} |