feat: rethought behaviour separation and states
This commit is contained in:
parent
54a887dbf3
commit
c3ff41e1e6
12 changed files with 274 additions and 68 deletions
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@ -20,7 +20,7 @@ void Character::physics_process(double delta) {
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}
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void Character::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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if (Engine::get_singleton()->is_editor_hint() || !this->data.is_valid()) {
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return;
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}
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switch (what) {
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@ -38,3 +38,80 @@ void Character::_notification(int what) {
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void Character::set_movement(Vector2 movement) {
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this->world_movement_direction = movement;
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}
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bool Character::is_moving() const {
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return !this->world_movement_direction.is_zero_approx();
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}
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void CharacterState::_bind_methods() {
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BIND_PROPERTY(Variant::BOOL, start_active);
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}
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void CharacterState::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_ENTER_TREE:
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this->character = cast_to<Character>(get_parent());
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return;
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case NOTIFICATION_READY:
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if (start_active) {
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set_state_active(true);
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}
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return;
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}
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}
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void CharacterState::switch_to_state(String value) {
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if (this->state_active) {
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print_error(vformat("Attempt to switch from inactive state %s to new state %s", get_path(), value));
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return;
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}
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set_state_active(false);
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stack_state_independent(value);
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}
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void CharacterState::stack_state_dependent(String value) {
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if (this->state_active) {
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print_error(vformat("Attempt to stack dependent state %s from inactive state %s", value, get_path()));
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return;
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}
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Node *node{ get_parent()->get_node(value) };
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if (CharacterState * state{ cast_to<CharacterState>(node) }) {
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state->depending_state = this;
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this->dependent_states.insert(state);
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state->set_state_active(true);
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}
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}
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void CharacterState::stack_state_independent(String value) {
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if (this->state_active) {
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print_error(vformat("Attempt to stack state %s from inactive state %s", value, get_path()));
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return;
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}
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Node *node{ get_parent()->get_node(value) };
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if (CharacterState * state{ cast_to<CharacterState>(node) }) {
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state->set_state_active(true);
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} else {
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print_error(vformat("Attempt to stack nonexistent state %s from %s", value, get_path()));
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}
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}
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void CharacterState::set_state_active(bool active) {
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if (this->state_active == active) {
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this->state_active = active;
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if (active) {
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state_entered();
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} else {
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state_exited();
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this->depending_state = nullptr;
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for (CharacterState *state : this->dependent_states) {
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state->set_state_active(false);
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}
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this->dependent_states.clear();
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}
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}
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}
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@ -2,6 +2,7 @@
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#include "authority/macros.h"
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#include "core/io/resource.h"
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#include "core/templates/hash_set.h"
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#include "scene/3d/physics/character_body_3d.h"
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class CharacterData : public Resource {
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@ -25,6 +26,7 @@ protected:
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public:
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void set_movement(Vector2 movement);
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bool is_moving() const;
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private:
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Ref<CharacterData> data{};
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@ -33,3 +35,32 @@ private:
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public:
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GET_SET_FNS(Ref<CharacterData>, data);
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};
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class CharacterState : public Node {
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GDCLASS(CharacterState, Node);
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static void _bind_methods();
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protected:
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void _notification(int what);
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void switch_to_state(String state);
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void stack_state_dependent(String state);
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void stack_state_independent(String state);
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virtual void state_entered() {}
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virtual void state_exited() {}
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public:
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void set_state_active(bool active);
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bool get_state_active() const;
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Character *get_character() const;
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private:
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bool start_active{ false };
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bool state_active{ false };
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Character *character{ nullptr };
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HashSet<CharacterState *> dependent_states{};
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CharacterState *depending_state{ nullptr };
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public:
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GET_SET_FNS(bool, start_active);
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};
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@ -1,43 +0,0 @@
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#include "player_character.h"
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#include "core/input/input.h"
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#include "scene/main/viewport.h"
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void PlayerCharacter::_bind_methods() {}
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void PlayerCharacter::process(double delta) {
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Basis const basis{ get_viewport()->get_camera_3d()->get_global_basis() };
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Vector2 backward{ basis.get_column(2).x, basis.get_column(2).z };
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Vector2 right{ basis.get_column(0).x, basis.get_column(0).z };
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set_movement({ backward.normalized() * this->last_movement_input.x + right.normalized() * this->last_movement_input });
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}
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void PlayerCharacter::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_ENTER_TREE:
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set_process(true);
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set_process_unhandled_input(true);
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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}
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}
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void PlayerCharacter::unhandled_input(Ref<InputEvent> const &what) {
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if (what->is_action(input_move_left) || what->is_action(input_move_forward) || what->is_action(input_move_right) || what->is_action(input_move_backward)) {
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this->last_movement_input = {
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Input::get_singleton()->get_axis(input_move_left, input_move_right),
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Input::get_singleton()->get_axis(input_move_backward, input_move_forward)
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};
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get_viewport()->set_input_as_handled();
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}
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}
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String const PlayerCharacter::input_move_left{ "move_left" };
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String const PlayerCharacter::input_move_right{ "move_right" };
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String const PlayerCharacter::input_move_forward{ "move_forward" };
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String const PlayerCharacter::input_move_backward{ "move_backward" };
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@ -1,21 +0,0 @@
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#pragma once
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#include "authority/character.h"
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class PlayerCharacter : public Character {
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GDCLASS(PlayerCharacter, Character);
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static void _bind_methods();
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protected:
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void process(double delta);
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void _notification(int what);
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virtual void unhandled_input(Ref<InputEvent> const &what) override;
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private:
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Vector2 last_movement_input{ 0, 0 };
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static String const input_move_left;
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static String const input_move_right;
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static String const input_move_forward;
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static String const input_move_backward;
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};
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26
modules/authority/player_states.cpp
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26
modules/authority/player_states.cpp
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@ -0,0 +1,26 @@
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#include "player_states.h"
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void PlayerInputState::_bind_methods() {}
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void PlayerInputState::process(double delta) {}
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void PlayerInputState::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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return;
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}
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}
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void PlayerInputState::state_entered() {
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set_process(true);
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}
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void PlayerInputState::state_exited() {
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set_process(false);
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}
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32
modules/authority/player_states.h
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32
modules/authority/player_states.h
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@ -0,0 +1,32 @@
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#pragma once
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#include "authority/character.h"
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class PlayerInputState : public CharacterState {
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GDCLASS(PlayerInputState, CharacterState);
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static void _bind_methods();
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void process(double delta);
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protected:
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void _notification(int what);
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void unhandled_input(Ref<InputEvent> const &event) override;
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void state_entered() override;
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void state_exited() override;
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public:
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Vector2 input{};
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};
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class PlayerMovementState : public CharacterState {
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GDCLASS(PlayerMovementState, CharacterState);
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static void _bind_methods();
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void ready();
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void process(double delta);
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protected:
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void state_entered() override;
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void state_exited() override;
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private:
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Vector2 movement{};
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};
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@ -1,7 +1,6 @@
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#include "register_types.h"
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#include "authority/character.h"
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#include "authority/player_character.h"
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#include "core/object/class_db.h"
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void initialize_authority_module(ModuleInitializationLevel p_level) {
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@ -10,7 +9,7 @@ void initialize_authority_module(ModuleInitializationLevel p_level) {
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}
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ClassDB::register_class<CharacterData>();
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ClassDB::register_class<Character>();
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ClassDB::register_class<PlayerCharacter>();
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ClassDB::register_class<CharacterState>();
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}
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void uninitialize_authority_module(ModuleInitializationLevel p_level) {
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