SupaLidlGame/State/Character/PlayerState.cs

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using Godot;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.State.Character;
public abstract partial class PlayerState : CharacterState
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{
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protected Player _player => Character as Player;
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[Export]
public PlayerIdleState IdleState { get; set; }
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[Export]
public PlayerMaxLevelState MaxLevelState { get; set; }
public override CharacterState UnhandledInput(InputEvent @event)
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{
var inventory = Character.Inventory;
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var player = _player;
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if (this is PlayerIdleState or PlayerMoveState &&
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!player.Inventory.IsUsingItem)
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{
if (@event.IsActionPressed("equip_1"))
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{
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//inventory.SelectedItem = inventory.GetItemByMap("equip_1");
inventory.SelectedIndex = 0;
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}
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else if (@event.IsActionPressed("equip_2"))
{
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//inventory.SelectedItem = inventory.GetItemByMap("equip_2");
inventory.SelectedIndex = 1;
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}
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else if (@event.IsActionPressed("equip_3"))
{
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//inventory.SelectedItem = inventory.GetItemByMap("equip_3");
inventory.SelectedIndex = 2;
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}
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else if (@event.IsActionPressed("next_item"))
{
inventory.EquipIndex(++inventory.CurrentQuickSwitchIndex);
}
else if (@event.IsActionPressed("prev_item"))
{
inventory.EquipIndex(--inventory.CurrentQuickSwitchIndex);
}
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if (@event.IsActionPressed("interact"))
{
// if looking at a trigger then interact with it
player.InteractionRay.Trigger?.InvokeInteraction();
}
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if (@event.IsActionPressed("cast"))
{
if (_player.Stats.Level.Value >= MaxLevelState.LevelCost)
{
return MaxLevelState;
}
}
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}
return base.UnhandledInput(@event);
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}
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public override CharacterState Process(double delta)
{
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Character.Direction = Godot.Input.GetVector("left", "right",
"up", "down");
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var player = _player;
var desiredTarget = player.GetDesiredInputFromInput();
if (!desiredTarget.IsZeroApprox())
{
// can never be zero
player.DesiredTarget = desiredTarget;
}
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Character.LookTowardsDirection();
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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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var isAttack1On = Godot.Input.IsActionPressed("attack1");
var isAttack2On = Godot.Input.IsActionPressed("attack2");
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if (!weapon.ShouldHideIdle || !weapon.ShouldFreezeAngleOnUse || isAttack1On)
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{
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player.Target = player.DesiredTarget;
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}
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if (isAttack1On)
{
Character.UseCurrentItem();
}
else if (isAttack2On)
{
Character.UseCurrentItemAlt();
}
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if (Godot.Input.IsActionJustReleased("attack1"))
{
Character.DeuseCurrentItem();
}
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}
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return base.Process(delta);
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}
}