mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
217 lines
No EOL
6.3 KiB
C#
217 lines
No EOL
6.3 KiB
C#
using System;
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using Cirno.Scripts.Components.Actors;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class Active : PlayerStateBase
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{
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public override PlayerState StateId => PlayerState.Active;
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private Vector2 _movementDirection { get; set; }
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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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[Export] public int Speed { get; set; } = 45;
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[Export] public int StrafeSpeed { get; set; } = 35;
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[Export] public float Acceleration = 8f;
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[Export] public float Deceleration = 8f;
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[ExportCategory("Providers")] [Export] private PlayerWeaponProvider _weaponProvider;
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[Export] private PlayerAnimationProvider _animationProvider;
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[Export] private PlayerCrosshairProvider _crosshairProvider;
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[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
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[Export] private InputProvider _inputProvider;
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[Export] private PlayerDamageReceiver _damageReceiver;
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[Export] private ActivationProvider _activationProvider;
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[Export] private InteractionController _interactionController;
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[Export] private PlayerStorageModule _storageModule;
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private bool _isStrafing;
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public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
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private CharacterBody2D _player;
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private Hud _hud;
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> 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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//_hud.UpdateHealth(value, maxValue);
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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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//_hud.UpdateShield(value, maxValue);
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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 = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
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//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
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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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// 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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_accelerationPerSecond = Speed / Acceleration;
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_decelerationPerSecond = Speed / Deceleration;
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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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_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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private float _accelerationPerSecond;
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private float _decelerationPerSecond;
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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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if (_isStrafing)
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{
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// Instant movement at strafe speed
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MainObject.Velocity = _movementDirection * StrafeSpeed;
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}
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else
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{
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Vector2 targetVelocity = _movementDirection * Speed;
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if (_movementDirection != Vector2.Zero)
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{
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MainObject.Velocity = MainObject.Velocity.MoveToward(targetVelocity, Acceleration * (float)delta);
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}
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else
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{
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MainObject.Velocity = MainObject.Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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}
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//MainObject.Velocity += _movementDirection * MovementSpeed;
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MainObject.MoveAndSlide();
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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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_movementDirection = _inputProvider.GetMovementInput().Normalized();
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_isStrafing = _inputProvider.GetStrafePressed();
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// Toggle visibility of the hitbox sprite based on strafing
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_hitboxSpriteProvider.SetVisibility(_isStrafing);
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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// if (!_isStrafing)
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// {
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if (rightStickInput.Length() > 0.1f) // If the right stick is moved
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{
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FacingDirection = rightStickInput;
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}
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else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
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{
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FacingDirection = _movementDirection;
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}
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// }
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_animationProvider.SetAnimationSpeed(MainObject.Velocity);
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_animationProvider.SetAnimation(FacingDirection);
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_crosshairProvider.UpdatePosition(FacingDirection);
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HandleShoot();
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HandleInteraction();
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// FindInteractable();
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// _crosshair.Position = CalculateCrosshairPosition();
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if (_inputProvider.GetInventoryJustPressed())
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{
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GameManager.Instance.ChangeState(GameState.Inventory);
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}
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if (_inputProvider.GetPauseJustPressed())
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{
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//CallDeferred(MethodName.PauseDeferred);
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PauseDeferred();
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}
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}
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private void PauseDeferred()
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{
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GameManager.Instance.Pause();
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}
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private void HandleShoot()
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{
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if (!_inputProvider.GetShootPressed()) return;
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_weaponProvider.Shoot(this.FacingDirection);
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}
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private void HandleInteraction()
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{
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_activationProvider.HandleInteraction();
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}
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private void HandleWeaponSwitch()
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{
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if (_inputProvider.GetWeaponNextJustPressed())
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{
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_weaponProvider.NextWeapon();
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}
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else if (_inputProvider.GetWeaponPreviousJustPressed())
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{
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_weaponProvider.PreviousWeapon();
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}
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}
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} |