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using Godot;
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using SupaLidlGame.Characters;
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2023-06-03 18:21:46 -07:00
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namespace SupaLidlGame.State.Character;
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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]
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public PlayerIdleState IdleState { get; set; }
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public override CharacterState Input(InputEvent @event)
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{
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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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{
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if (@event.IsActionPressed("equip_1"))
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{
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inventory.SelectedItem = inventory.GetItemByMap("equip_1");
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}
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else if (@event.IsActionPressed("equip_2"))
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{
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inventory.SelectedItem = inventory.GetItemByMap("equip_2");
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}
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if (@event.IsActionPressed("interact"))
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{
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// if looking at a trigger then interact with it
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GD.Print("interacting");
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player.InteractionRay.Trigger?.InvokeInteraction();
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}
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}
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return base.Input(@event);
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}
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public override CharacterState Process(double delta)
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{
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Character.Direction = Godot.Input.GetVector("ui_left", "ui_right",
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"ui_up", "ui_down");
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Character.LookTowardsDirection();
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Vector2 mousePos = Character.GetGlobalMousePosition();
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Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
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bool targetTowards(Items.Item item)
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{
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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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if (!weapon.IsUsing)
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{
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var isPressed = Godot.Input.IsActionPressed("attack1");
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var ret = false;
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if (!weapon.ShouldHideIdle || isPressed)
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{
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Character.Target = dirToMouse;
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ret = true;
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}
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if (isPressed)
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{
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Character.UseCurrentItem();
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}
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return ret;
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}
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}
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return false;
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}
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var item = Character.Inventory.SelectedItem;
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var offhand = Character.Inventory.OffhandItem;
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var _ = targetTowards(item) || targetTowards(offhand);
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return base.Process(delta);
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}
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}
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