cirnogodot/Scripts/Components/FSM/3DPlayer/Active.cs
2026-01-01 14:49:24 +01:00

145 lines
No EOL
3.9 KiB
C#

using System.Threading.Tasks;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Utils;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class Active : BaseState<PlayerState, CharacterBody3D>
{
public override PlayerState StateId => PlayerState.Active;
private CharacterBody3D _player;
[Export] private InputProvider _inputProvider;
[Export] public PlayerAnimationProvider3D AnimationProvider { get; private set; }
[Export] public IsoPlayerStorageModule Storage { get; private set; }
[Export] public PlayerDamageReceiver3D DamageReceiver { get; private set; }
//[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
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();
MainObject.Show();
// enable sprite
// enable crosshair
//_crosshairProvider.Show();
AnimationProvider.ShowSprite();
DamageReceiver.Enabled = true;
//_activationProvider.Enabled = true;
//_interactionController.Enabled = true;
_canOpenInventory = true;
_inventoryCooldown = 0;
}
public override void ExitState()
{
base.ExitState();
AnimationProvider.SetAnimationSpeed(Vector2.Zero);
// //_animationProvider.SetAnimation(Vector2.Zero);
// _crosshairProvider.Hide();
// _hitboxSpriteProvider.Hide();
//
DamageReceiver.Enabled = false;
_canOpenInventory = true;
// _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);
HandleInputHotkeys(delta);
AnimationProvider.SetAnimationSpeed(new Vector2(MainObject.Velocity.X, MainObject.Velocity.Z));
AnimationProvider.SetAnimation(Storage.FacingDirection);
}
private bool _canOpenInventory = true;
private double _inventoryCooldown = 0;
private void HandleInputHotkeys(double delta)
{
if (_canOpenInventory && _inputProvider.GetInventoryJustPressed())
{
_canOpenInventory = false;
GameStateManager.SetState(GameState.Inventory);
return;
}
if (!_canOpenInventory)
{
_inventoryCooldown += delta;
if (_inventoryCooldown >= 0.2)
{
_canOpenInventory = true;
_inventoryCooldown = 0;
}
}
if (_inputProvider.GetPauseJustPressed())
{
GameStateManager.Instance.Pause();
return;
}
}
private void InventoryDeferred()
{
GameStateManager.SetState(GameState.Inventory);
}
private void PauseDeferred()
{
GameStateManager.Instance.Pause();
}
}