Move Player logic to other project
This commit is contained in:
@@ -1,6 +1,6 @@
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using Godot;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,4 +1,6 @@
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namespace Zennysoft.Game.Ma;
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using System.Numerics;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -10,5 +12,7 @@ public partial class PlayerLogic
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}
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public readonly record struct ThrowItem;
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public readonly record struct Move(float delta);
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}
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}
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@@ -1,4 +1,4 @@
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,7 +1,7 @@
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,7 +1,7 @@
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public interface IPlayerLogic : ILogicBlock<PlayerLogic.State>;
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@@ -1,6 +1,6 @@
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using Chickensoft.Introspection;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,7 +1,7 @@
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using Chickensoft.Introspection;
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using Godot;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,7 +1,7 @@
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using Chickensoft.Introspection;
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using Godot;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -13,8 +13,7 @@ public partial class PlayerLogic
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public virtual Transition On(in Input.PhysicsTick input)
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{
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var delta = input.Delta;
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var player = Get<IPlayer>();
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player.Move((float)delta);
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Output(new Output.Move((float)delta));
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return ToSelf();
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}
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@@ -1,6 +1,6 @@
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using Chickensoft.Introspection;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,7 +1,7 @@
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using Chickensoft.Introspection;
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using Zennysoft.Game.Abstractions;
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namespace Zennysoft.Game.Ma;
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namespace Zennysoft.Game.Ma.Implementation;
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public partial class PlayerLogic
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{
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@@ -1,5 +1,4 @@
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Godot;
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using System;
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@@ -1,7 +0,0 @@
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namespace Zennysoft.Game.Ma;
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public partial class MapLogic
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{
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public static class Input
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{
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}
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}
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@@ -1 +0,0 @@
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uid://bn0l0ur7ih0ea
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@@ -1,16 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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namespace Zennysoft.Game.Ma;
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public partial class MapLogic
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{
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[Meta]
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public partial record State : StateLogic<State>
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{
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public State()
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{
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}
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}
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}
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@@ -1 +0,0 @@
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uid://bf2bas1ky7ae1
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@@ -1,13 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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namespace Zennysoft.Game.Ma;
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public interface IMapLogic : ILogicBlock<MapLogic.State>;
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[Meta]
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[LogicBlock(typeof(State))]
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public partial class MapLogic : LogicBlock<MapLogic.State>, IMapLogic
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{
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public override Transition GetInitialState() => To<State>();
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}
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@@ -1 +0,0 @@
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uid://dhjrhbhvpduqn
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@@ -1,7 +1,6 @@
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Zennysoft.Game.Ma;
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using Godot;
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namespace Zennysoft.Game.Ma;
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@@ -209,6 +209,10 @@ public partial class Player : CharacterBody3D, IPlayer
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})
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.Handle((in PlayerLogic.Output.ThrowItem output) =>
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{
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})
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.Handle((in PlayerLogic.Output.Move output) =>
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{
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Move(output.delta);
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});
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GameChunk.AddChunk(PlayerChunk);
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