cirnogodot/Scripts/Components/FSM/Player/Active.cs
2025-02-28 19:59:36 +01:00

157 lines
3.9 KiB
C#

using System;
using Cirno.Scripts.Components.Actors;
using Godot;
namespace Cirno.Scripts.Components.FSM.Player;
public partial class Active : PlayerFSMState
{
private Vector2 _movementDirection { get; set; }
private Vector2 _facingDirection { get; set; }
[Export] public Sprite2D HitboxSprite { get; set; }
[ExportGroup("Action Names")]
[Export] private string _shootActionName = "shoot";
[Export] private string _useActionName = "Use";
[Export] private string _strafeActionName = "strafe";
[Export] private string _nextWeaponActionName = "next_weapon";
[Export] private string _previousWeaponActionName = "previous_weapon";
private PlayerWeaponProvider _weaponProvider;
private bool _isStrafing { get; set; }
[Export]
public int Speed { get; set; } = 45;
[Export]
public int StrafeSpeed { get; set; } = 35;
public int MovementSpeed => _isStrafing ? StrafeSpeed : Speed;
public override void Init(ActorStateMachine stateMachine)
{
base.Init(stateMachine);
_weaponProvider = stateMachine.GetNode<PlayerWeaponProvider>("WeaponProvider");
_weaponProvider.Init(stateMachine);
}
public override void EnterState()
{
// enable sprite
// enable crosshair
GD.Print(this.State.ToString());
}
public override void ExitState()
{
}
public override void PhysicsProcessState(double delta)
{
_stateMachine.Velocity = _movementDirection * MovementSpeed;
_stateMachine.MoveAndSlide();
}
public override void ProcessState(double delta)
{
SetAnimation();
_movementDirection = GetInput();
_isStrafing = Input.IsActionPressed(_strafeActionName);
// Toggle visibility of the hitbox sprite based on strafing
if (HitboxSprite != null)
{
HitboxSprite.Visible = _isStrafing;
}
var rightStickInput = GetRightStickInput();
// Update Facing Direction
if (!_isStrafing)
{
if (rightStickInput.Length() > 0.1f) // If the right stick is moved
{
_facingDirection = rightStickInput.Normalized();
}
else if (_movementDirection != Vector2.Zero) // Fall back to movement direction
{
_facingDirection = _movementDirection;
}
}
HandleShoot();
// FindInteractable();
// if (Input.IsActionJustPressed(_nextWeaponActionName))
// {
// NextWeapon();
// }
// if (Input.IsActionJustPressed(_previousWeaponActionName))
// {
// PreviousWeapon();
// }
// _crosshair.Position = CalculateCrosshairPosition();
}
private void SetAnimation()
{
// if (Velocity.X == 0 && Velocity.Y == 0)
// {
// _animatedSprite.SpeedScale = 0;
// }
// else
// {
// _animatedSprite.SpeedScale = 1;
// }
// if (Velocity.X > 0)
// {
// _animatedSprite.Play("walk_right");
// }
// else if (Velocity.X < 0)
// {
// _animatedSprite.Play("walk_left");
// }
// else if (Velocity.Y > 0)
// {
// _animatedSprite.Play("walk_down");
// }
// else if (Velocity.Y < 0)
// {
// _animatedSprite.Play("walk_up");
// }
}
private void HandleShoot()
{
if (!Input.IsActionPressed(_shootActionName)) return;
_weaponProvider.Shoot(this._facingDirection);
}
public Vector2 GetInput()
{
return Input.GetVector("left", "right", "up", "down");
}
private Vector2 GetRightStickInput()
{
return new Vector2(
Input.GetAxis("aim_left", "aim_right"),
Input.GetAxis("aim_up", "aim_down")
);
}
}