SupaLidlGame/Items/Weapons/Ranged.cs

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using Godot;
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namespace SupaLidlGame.Items.Weapons;
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public abstract partial class Ranged : Weapon
{
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[Export]
public float CharacterRecoil { get; set; } = 0;
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[Export]
public float AngleDeviation { get; set; }
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[Export]
public float ChargeTime { get; set; }
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[Export]
public State.Weapon.WeaponStateMachine StateMachine { get; set; }
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public override bool IsUsingPrimary => StateMachine.CurrentState
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is State.Weapon.RangedFireState or State.Weapon.RangedChargeState;
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public bool IsChargeable => ChargeTime > 0;
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public bool IsCharging { get; protected set; }
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public override void Use()
{
StateMachine.Use();
base.Use();
}
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public override void UseAlt()
{
StateMachine.UseAlt();
base.Use();
}
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public override void Deuse()
{
StateMachine.Deuse();
base.Deuse();
}
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public override void DeuseAlt()
{
StateMachine.DeuseAlt();
base.Deuse();
}
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public override void _Process(double delta)
{
StateMachine.Process(delta);
base._Process(delta);
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}
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public abstract void Attack();
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public virtual void Attack(float velocityModifier) => Attack();
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}