mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:25:35 +00:00
148 lines
No EOL
4.7 KiB
C#
148 lines
No EOL
4.7 KiB
C#
using System;
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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class PlayerFSMItemUseModule : ModuleBase<PlayerState, CharacterBody2D>
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{
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[Export]
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public ActorResourceProvider Health { get; set; }
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[Export]
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public ActorResourceProvider Shield { get; set; }
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[Export] private PlayerStorageModule _storageModule;
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public Vector2 FacingDirection
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{
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get => _storageModule.FacingDirection;
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private set => _storageModule.FacingDirection = value;
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}
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public bool Enabled { get; set; } = false;
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public override void EnterState(PlayerState state)
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{
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Enabled = true;
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}
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public override void ExitState(PlayerState state)
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{
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Enabled = false;
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}
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private IStateMachine<PlayerState, CharacterBody2D> _machine;
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public IStateMachine<PlayerState, CharacterBody2D> Machine => _machine;
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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InventoryManager.Instance.ItemUsed += this.UseItem;
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_machine = machine;
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}
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private void UseItem(LootItem item, int totalcount)
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{
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if (!Enabled) return;
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GD.Print($"Used {item.ItemName} in player");
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item.ItemEffect?.Execute(this, item);
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return;
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// switch (item.Item)
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// {
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// case ItemTypes.KeycardRed:
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// break;
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// case ItemTypes.KeycardBlue:
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// break;
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// case ItemTypes.KeycardGreen:
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// break;
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// case ItemTypes.Ammo:
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// break;
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// case ItemTypes.Medkit:
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// Heal(item);
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// break;
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// case ItemTypes.FrogBomb:
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// SpawnSpiderBomb(item);
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// break;
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// case ItemTypes.Bomb:
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// SpawnBomb(item);
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// break;
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// case ItemTypes.Mine:
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// break;
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// case ItemTypes.Battery:
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// RechargeShield(item);
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// break;
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// case ItemTypes.Weapon:
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// break;
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// case ItemTypes.Power:
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// break;
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// case ItemTypes.Points:
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// break;
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// case ItemTypes.Credits:
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// break;
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// case ItemTypes.KeyItem:
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// break;
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// }
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}
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// private void SpawnBomb(LootItem item)
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// {
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// GD.Print("Spawned bomb");
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// }
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//
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// private void Heal(LootItem item)
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// {
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// Health.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
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// }
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//
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// private void RechargeShield(LootItem item)
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// {
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// Shield.CurrentResource += Mathf.CeilToInt(Health.MaxResource * 25 / 100);
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// }
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//
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// private void SpawnSpiderBomb(LootItem item)
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// {
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// //var bullet = item.WeaponData.BulletData.BulletScene.Instantiate<Bullet>();
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// //bullet.Initialize(item.WeaponData.BulletData.MakeBullet(this.GlobalPosition, 1,0, 0), GameManager.Instance);
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//
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//
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// //InventoryManager.Instance.RemoveItem(item.ItemKey, 1);
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// // emit projectile
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// var bullet = this.CreateChildOf<Bullet>(GameManager.Instance.BulletsContainer, item.WeaponData.BulletData.BulletScene, this.GlobalPosition);
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//
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// var bulletData = item.WeaponData.MakeBullet(this.GlobalPosition);
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//
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// bullet.Initialize(bulletData, GameManager.Instance);
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// bullet.SetDirection(FacingDirection);
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// bullet.RotateSpriteDegrees(-90);
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// //bullet.SetDirection(_facingDirection);
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// bullet.Speed = item.WeaponData.BulletData.BulletSpeed;
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//
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// _machine.SetState(PlayerState.Controlling);
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//
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// //RequestMovementDisable(true);
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// // set camera
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// GameManager.Instance.CameraTargetObject(bullet);
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// // set event destroy
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// bullet.OnDestroy += () =>
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// {
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// GameManager.Instance.CameraTargetPlayer();
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// _machine.SetState(PlayerState.Active);
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// //RequestMovementDisable(false);
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// };
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// }
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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}
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} |