mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
141 lines
No EOL
4.3 KiB
C#
141 lines
No EOL
4.3 KiB
C#
using Cirno.Scripts.Components.Actors;
|
|
using Cirno.Scripts.Components.Actors._3D;
|
|
using Cirno.Scripts.Controllers;
|
|
using Godot;
|
|
|
|
namespace Cirno.Scripts.Components.FSM._3DPlayer;
|
|
|
|
public partial class Dead : BaseState<PlayerState, CharacterBody3D>
|
|
{
|
|
public override PlayerState StateId => PlayerState.Dead;
|
|
|
|
private ActorResourceProvider _motivationProvider;
|
|
private InputProvider _inputProvider;
|
|
|
|
private ActorResourceProvider _healthProvider;
|
|
|
|
private PlayerAnimationProvider3D _animationProvider;
|
|
|
|
private bool _isGameOver;
|
|
|
|
public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
|
|
{
|
|
base.Init(machine);
|
|
// try to obtain common providers via modules/storage
|
|
if (machine is IsoPlayerStateMachine sm)
|
|
{
|
|
var storage = sm.Storage;
|
|
// store references if present on storage
|
|
_motivationProvider = storage.Root.GetNodeOrNull<ActorResourceProvider>("MotivationProvider");
|
|
_healthProvider = storage.Root.GetNodeOrNull<ActorResourceProvider>("HealthProvider");
|
|
}
|
|
// fallback to searching on the actor
|
|
_motivationProvider ??= StateMachine.GetModule<ActorResourceProvider>();
|
|
_healthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
|
|
|
|
_animationProvider ??= StateMachine.GetModule<PlayerAnimationProvider3D>();
|
|
|
|
// The input provider was not initialized after the FSM refactor which caused
|
|
// a NullReferenceException in ProcessState when accessing it. Try to obtain
|
|
// it from the state machine modules as well. If it's still null, ProcessState
|
|
// will early-return to avoid throwing.
|
|
_inputProvider ??= StateMachine.GetModule<InputProvider>();
|
|
|
|
}
|
|
|
|
public override void EnterState()
|
|
{
|
|
base.EnterState();
|
|
//MainObject.Hide();
|
|
|
|
// Play death animation if provider is available
|
|
_animationProvider?.PlayDeathAnimation();
|
|
|
|
// If we don't have a motivation provider, assume game over and log the problem.
|
|
if (_motivationProvider is null)
|
|
{
|
|
GD.PrintErr("[Dead] MotivationProvider not found - defaulting to Game Over");
|
|
Hud.Instance.ShowGameOver();
|
|
_isGameOver = true;
|
|
return;
|
|
}
|
|
|
|
if (_motivationProvider.CurrentResource < 100f)
|
|
{
|
|
// If motivation is not enough show game over scene
|
|
Hud.Instance.ShowGameOver();
|
|
_isGameOver = true;
|
|
}
|
|
else
|
|
{
|
|
// Else show respawn notification
|
|
Hud.Instance.ShowTerminated();
|
|
_isGameOver = false;
|
|
}
|
|
}
|
|
|
|
public override void ExitState()
|
|
{
|
|
base.ExitState();
|
|
Hud.Instance.HideTerminated();
|
|
}
|
|
|
|
|
|
public override void ProcessState(double delta)
|
|
{
|
|
base.ProcessState(delta);
|
|
|
|
// If input provider is missing, bail out to avoid NullReferenceException.
|
|
if (_inputProvider is null)
|
|
{
|
|
// Log once to help debugging, but avoid spamming the console every frame.
|
|
GD.PrintErr("[Dead] InputProvider not available - input ignored in Dead state.");
|
|
return;
|
|
}
|
|
|
|
if (_inputProvider.GetShootJustPressed())
|
|
{
|
|
if (_isGameOver)
|
|
{
|
|
// Restart Level
|
|
GlobalState.Instance.RestartLevel();
|
|
}
|
|
else
|
|
{
|
|
Respawn();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
public void Respawn()
|
|
{
|
|
MainObject.GlobalPosition = GameController.Instance.LastCheckPointPosition;
|
|
|
|
if (_healthProvider is null)
|
|
{
|
|
GD.PrintErr("[Dead] HealthProvider not found - cannot refill health on respawn");
|
|
}
|
|
else
|
|
{
|
|
_healthProvider.FillResource();
|
|
}
|
|
|
|
PoolingManager.Instance.ClearBullets();
|
|
|
|
if (_motivationProvider is null)
|
|
{
|
|
GD.PrintErr("[Dead] MotivationProvider not found - skipping motivation deduction");
|
|
}
|
|
else
|
|
{
|
|
_motivationProvider.CurrentResource -= 100f;
|
|
if (_motivationProvider.CurrentResource <= 1f)
|
|
{
|
|
_motivationProvider.CurrentResource = 1f;
|
|
}
|
|
}
|
|
|
|
ChangeState(PlayerState.Active);
|
|
}
|
|
} |