SupaLidlGame/State/Weapon/SwordIdleState.cs

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using Godot;
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namespace SupaLidlGame.State.Weapon;
public partial class SwordIdleState : WeaponState
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{
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[Export]
public SwordAnticipateState AnticipateState { get; set; }
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[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
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private double _attackCooldown;
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public override WeaponState Enter(IState<WeaponState> prevState)
{
if (prevState is SwordAttackState)
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{
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_attackCooldown = Sword.UseTime - Sword.AttackTime;
}
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Sword.Visible = !Sword.ShouldHideIdle;
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return null;
}
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public override void Exit(IState<WeaponState> nextState)
{
Sword.Visible = true;
}
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public override WeaponState Use()
{
if (_attackCooldown <= 0)
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{
return AnticipateState;
}
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return AnticipateState;
}
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public override WeaponState Process(double delta)
{
if (_attackCooldown > 0)
{
_attackCooldown -= delta;
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}
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return null;
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}
}