cirnogodot/Scripts/Components/FSM/Player/PlayerFSMItemUseModule.cs

144 lines
No EOL
4 KiB
C#

using System;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterBody2D>
{
[Export]
public ActorResourceProvider Health { get; set; }
[Export]
public ActorResourceProvider Shield { get; set; }
[Export] private PlayerStorageModule _storageModule;
public Vector2 FacingDirection
{
get => _storageModule.FacingDirection;
private set => _storageModule.FacingDirection = value;
}
public bool Enabled { get; set; } = false;
public override void EnterState(PlayerState state)
{
GD.Print("EnterState");
Enabled = true;
}
public override void ExitState(PlayerState state)
{
GD.Print("exitState");
Enabled = false;
}
private IStateMachine<PlayerState, CharacterBody2D> _machine;
public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
InventoryManager.Instance.ItemUsed += this.UseItem;
_machine = machine;
}
private void UseItem(LootItem item, int totalcount)
{
if (!Enabled) return;
GD.Print("Used spiderbomb in player");
switch (item.Item)
{
case ItemTypes.KeycardRed:
break;
case ItemTypes.KeycardBlue:
break;
case ItemTypes.KeycardGreen:
break;
case ItemTypes.Ammo:
break;
case ItemTypes.Medkit:
Heal(item);
break;
case ItemTypes.FrogBomb:
SpawnSpiderBomb(item);
break;
case ItemTypes.Bomb:
SpawnBomb(item);
break;
case ItemTypes.Mine:
break;
case ItemTypes.Battery:
RechargeShield(item);
break;
case ItemTypes.Weapon:
break;
case ItemTypes.Power:
break;
case ItemTypes.Points:
break;
case ItemTypes.Credits:
break;
case ItemTypes.KeyItem:
break;
}
}
private void SpawnBomb(LootItem item)
{
GD.Print("Spawned bomb");
}
private void Heal(LootItem item)
{
Health.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
}
private void RechargeShield(LootItem item)
{
Shield.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
}
private void SpawnSpiderBomb(LootItem item)
{
//var bullet = item.WeaponData.BulletData.BulletScene.Instantiate<Bullet>();
//bullet.Initialize(item.WeaponData.BulletData.MakeBullet(this.GlobalPosition, 1,0, 0), GameManager.Instance);
//InventoryManager.Instance.RemoveItem(item.ItemKey, 1);
// emit projectile
var bullet = this.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
var bulletData = item.WeaponData.MakeBullet(this.GlobalPosition);
bullet.Initialize(bulletData, GameManager.Instance);
bullet.SetDirection(FacingDirection);
bullet.RotateSpriteDegrees(-90);
//bullet.SetDirection(_facingDirection);
bullet.Speed = item.WeaponData.BulletData.BulletSpeed;
_machine.SetState(PlayerState.Controlling);
//RequestMovementDisable(true);
// set camera
GameManager.Instance.CameraTargetObject(bullet);
// set event destroy
bullet.OnDestroy += () =>
{
GameManager.Instance.CameraTargetPlayer();
_machine.SetState(PlayerState.Active);
//RequestMovementDisable(false);
};
}
public override void Process(double delta)
{
}
public override void PhysicsProcess(double delta)
{
}
}