cirnogodot/Scripts/Components/FSM/Player/Active.cs
2025-05-07 21:50:00 +02:00

226 lines
No EOL
6.5 KiB
C#

using System;
using Cirno.Scripts.Components.Actors;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class Active : PlayerStateBase
{
public override PlayerState StateId => PlayerState.Active;
private Vector2 _movementDirection { get; set; }
public Vector2 FacingDirection
{
get => _storageModule.FacingDirection;
private set => _storageModule.FacingDirection = value;
}
[Export] public int Speed { get; set; } = 45;
[Export] public int StrafeSpeed { get; set; } = 35;
[Export] public float Acceleration = 8f;
[Export] public float Deceleration = 8f;
[ExportCategory("Providers")] [Export] private PlayerWeaponProvider _weaponProvider;
[Export] private PlayerAnimationProvider _animationProvider;
[Export] private PlayerCrosshairProvider _crosshairProvider;
[Export] private PlayerHitboxSpriteProvider _hitboxSpriteProvider;
[Export] private InputProvider _inputProvider;
[Export] private PlayerDamageReceiver _damageReceiver;
[Export] private ActivationProvider _activationProvider;
[Export] private InteractionController _interactionController;
[Export] private PlayerStorageModule _storageModule;
private bool _isStrafing;
public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
private CharacterBody2D _player;
private Hud _hud;
public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
{
base.Init(machine);
_hud = Hud.Instance;
_damageReceiver.Death += () => { ChangeState(PlayerState.Dead); };
_damageReceiver.HealthDecreased += (value, newValue, maxValue) =>
{
_animationProvider.Blink();
//_hud.UpdateHealth(value, maxValue);
};
_damageReceiver.ShieldDecreased += (value, newValue, maxValue) =>
{
_animationProvider.PlayShieldAnimation();
//_hud.UpdateShield(value, maxValue);
};
_damageReceiver.Init(StateMachine);
_damageReceiver.RefillHealth();
_damageReceiver.RefillShield();
_activationProvider.Init(MainObject);
//_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
//_animationProvider = stateMachine.GetNode<PlayerAnimationProvider>("AnimationProvider");
_weaponProvider.Init(MainObject);
}
public override void EnterState()
{
base.EnterState();
// enable sprite
// enable crosshair
_crosshairProvider.Show();
_animationProvider.ShowSprite();
_damageReceiver.Enabled = true;
_activationProvider.Enabled = true;
_interactionController.Enabled = true;
_accelerationPerSecond = Speed / Acceleration;
_decelerationPerSecond = Speed / Deceleration;
}
public override void ExitState()
{
base.ExitState();
_animationProvider.SetAnimationSpeed(Vector2.Zero);
//_animationProvider.SetAnimation(Vector2.Zero);
_crosshairProvider.Hide();
_hitboxSpriteProvider.Hide();
_damageReceiver.Enabled = false;
_activationProvider.Enabled = false;
_interactionController.Enabled = false;
}
private float _accelerationPerSecond;
private float _decelerationPerSecond;
public override void PhysicsProcessState(double delta)
{
// Reset at start of frame
//MainObject.Velocity = Vector2.Zero;
// Process modules
base.PhysicsProcessState(delta);
if (_isStrafing)
{
// Instant movement at strafe speed
MainObject.Velocity = _movementDirection * StrafeSpeed;
}
else
{
Vector2 targetVelocity = _movementDirection * Speed;
if (_movementDirection != Vector2.Zero)
{
MainObject.Velocity = MainObject.Velocity.MoveToward(targetVelocity, Acceleration * (float)delta);
}
else
{
MainObject.Velocity = MainObject.Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
}
}
//MainObject.Velocity += _movementDirection * MovementSpeed;
MainObject.MoveAndSlide();
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
_movementDirection = _inputProvider.GetMovementInput().Normalized();
_isStrafing = _inputProvider.GetStrafePressed();
// Toggle visibility of the hitbox sprite based on strafing
_hitboxSpriteProvider.SetVisibility(_isStrafing);
var rightStickInput = _inputProvider.GetAimInput().Normalized();
// Update Facing Direction
// if (!_isStrafing)
// {
if (rightStickInput.Length() > 0.1f) // If the right stick is moved
{
FacingDirection = rightStickInput;
}
else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
{
FacingDirection = _movementDirection;
}
// }
_animationProvider.SetAnimationSpeed(MainObject.Velocity);
_animationProvider.SetAnimation(FacingDirection);
HandleWeaponSwitch();
_weaponProvider.Update(delta);
//_crosshairProvider.UpdatePosition(FacingDirection);
HandleShoot();
HandleInteraction();
// FindInteractable();
// _crosshair.Position = CalculateCrosshairPosition();
if (_inputProvider.GetInventoryJustPressed())
{
GameManager.Instance.ChangeState(GameState.Inventory);
}
if (_inputProvider.GetPauseJustPressed())
{
//CallDeferred(MethodName.PauseDeferred);
PauseDeferred();
}
}
private void PauseDeferred()
{
GameManager.Instance.Pause();
}
private void HandleShoot()
{
if (_inputProvider.GetReloadJustPressed())
{
_weaponProvider.Reload();
return;
}
if (!_inputProvider.GetShootPressed()) return;
_weaponProvider.Shoot(this.FacingDirection);
}
private void HandleInteraction()
{
_activationProvider.HandleInteraction();
}
private void HandleWeaponSwitch()
{
if (_inputProvider.GetWeaponNextJustPressed())
{
_weaponProvider.NextWeapon();
}
else if (_inputProvider.GetWeaponPreviousJustPressed())
{
_weaponProvider.PreviousWeapon();
}
}
}