60 lines
1.8 KiB
C#
60 lines
1.8 KiB
C#
|
using Godot;
|
||
|
using SupaLidlGame.Items;
|
||
|
using SupaLidlGame.Characters;
|
||
|
|
||
|
namespace SupaLidlGame.State.Character
|
||
|
{
|
||
|
public abstract partial class PlayerState : CharacterState
|
||
|
{
|
||
|
protected Player _player => Character as Player;
|
||
|
|
||
|
[Export]
|
||
|
public PlayerIdleState IdleState { get; set; }
|
||
|
|
||
|
public override CharacterState Input(InputEvent @event)
|
||
|
{
|
||
|
var inventory = Character.Inventory;
|
||
|
|
||
|
if (this is PlayerIdleState or PlayerMoveState &&
|
||
|
!_player.Inventory.IsUsingItem)
|
||
|
{
|
||
|
if (@event.IsActionPressed("equip_1"))
|
||
|
{
|
||
|
inventory.SelectedItem = inventory.GetItemByMap("equip_1");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return base.Input(@event);
|
||
|
}
|
||
|
|
||
|
public override CharacterState Process(double delta)
|
||
|
{
|
||
|
Character.Direction = Godot.Input.GetVector("ui_left", "ui_right",
|
||
|
"ui_up", "ui_down");
|
||
|
Vector2 mousePos = Character.GetGlobalMousePosition();
|
||
|
Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
|
||
|
if (Character.Inventory.SelectedItem is Weapon weapon)
|
||
|
{
|
||
|
if (!weapon.IsUsing)
|
||
|
{
|
||
|
Character.Target = dirToMouse;
|
||
|
}
|
||
|
}
|
||
|
else if (!Character.Direction.IsZeroApprox())
|
||
|
{
|
||
|
Character.Target = Character.Direction;
|
||
|
}
|
||
|
|
||
|
if (Godot.Input.IsActionPressed("attack1"))
|
||
|
{
|
||
|
if (Character.Inventory.SelectedItem is not null)
|
||
|
{
|
||
|
Character.UseCurrentItem();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return base.Process(delta);
|
||
|
}
|
||
|
}
|
||
|
}
|