break-utopia/modules/break_utopia/player_states.h
2026-01-21 17:06:18 +01:00

153 lines
3.9 KiB
C++

#pragma once
#include "break_utopia/macros.h"
#include "player_body.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/animation/animation_node_state_machine.h"
#include "scene/animation/animation_tree.h"
#include "scene/resources/material.h"
class PlayerState : public CharacterState {
GDCLASS(PlayerState, CharacterState);
static void _bind_methods();
void ready();
protected:
void _notification(int what);
void apply_root_motion(double delta);
void turn_toward_input(float speed);
PlayerBody *get_body() const { return cast_to<PlayerBody>(get_parent()); }
void input_trigger_entry_actions(Ref<InputEvent> const &what);
private:
AnimationTree *anim{ nullptr };
Ref<AnimationNodeStateMachinePlayback> anim_fsm{};
protected:
GET_SET_FNS(AnimationTree *, anim);
GET_SET_FNS(Ref<AnimationNodeStateMachinePlayback>, anim_fsm);
};
class PlayerIdleState : public PlayerState {
GDCLASS(PlayerIdleState, PlayerState);
static void _bind_methods();
protected:
void _notification(int what);
void state_entered() override;
void state_exited() override;
void unhandled_input(Ref<InputEvent> const &what) override;
};
class PlayerRunState : public PlayerState {
GDCLASS(PlayerRunState, PlayerState);
static void _bind_methods();
void process(double delta);
protected:
void _notification(int what);
void unhandled_input(Ref<InputEvent> const &what) override;
void state_entered() override;
void state_exited() override;
private:
float rotation_speed{ 11.f };
public:
GET_SET_FNS(float, rotation_speed);
};
class PlayerFallState : public PlayerState {
GDCLASS(PlayerFallState, PlayerState);
static void _bind_methods();
void process_physics(double delta);
protected:
void _notification(int what);
void state_entered() override;
void state_exited() override;
};
class PlayerBasicAttackState : public PlayerState {
GDCLASS(PlayerBasicAttackState, PlayerState);
static void _bind_methods();
void process(double delta);
protected:
void _notification(int what);
void unhandled_input(Ref<InputEvent> const &what) override;
void state_entered() override;
void state_exited() override;
private:
String animation_name{ "swing_1" };
float trigger_slow_margin{ 0.1 };
float trigger_fast_margin{ 0.2 };
float input_slow_margin{ 0.3 };
NodePath next_fast{};
NodePath next_slow{};
NodePath next_special_fast{};
NodePath next_special_slow{};
MeshInstance3D *hammer_model{ nullptr };
Ref<StandardMaterial3D> hammer_attack_outline{};
double delta_since_start{ 0.0 };
float anim_length{};
enum NextAttack {
None,
AttackLightSlow = 1,
AttackLightFast = 2,
AttackSpecialSlow = 3,
AttackSpecialFast = 4,
};
NextAttack next_queued{ None };
bool animation_started{ false };
public:
GET_SET_FNS(String, animation_name);
GET_SET_FNS(NodePath, next_fast);
GET_SET_FNS(NodePath, next_slow);
GET_SET_FNS(NodePath, next_special_fast);
GET_SET_FNS(NodePath, next_special_slow);
GET_SET_FNS(float, trigger_slow_margin);
GET_SET_FNS(float, trigger_fast_margin);
GET_SET_FNS(float, input_slow_margin);
GET_SET_FNS(MeshInstance3D *, hammer_model);
GET_SET_FNS(Ref<StandardMaterial3D>, hammer_attack_outline);
};
class PlayerSpecialAttackState : public PlayerBasicAttackState {
GDCLASS(PlayerSpecialAttackState, PlayerBasicAttackState);
static void _bind_methods();
void fail_activation();
protected:
void state_entered() override;
void state_exited() override;
private:
double meter_cost{ .1 };
bool activated_succesful{ false };
public:
GET_SET_FNS(double, meter_cost);
};
class PlayerHurtState : public PlayerState {
GDCLASS(PlayerHurtState, PlayerState);
static void _bind_methods();
void process(double delta);
protected:
void _notification(int what);
void state_entered() override;
void state_exited() override;
private:
String animation_name{ "hurt" };
double anim_length{ 0.0 };
double delta_since_start{ 0.0 };
bool animation_started{ false };
public:
GET_SET_FNS(String, animation_name);
};