SupaLidlGame/State/Sword/SwordAnticipateState.cs

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2023-05-23 00:23:53 -07:00
using Godot;
namespace SupaLidlGame.State.Sword
{
public partial class SwordAnticipateState : SwordState
{
[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
[Export]
public SwordAttackState AttackState { get; set; }
private double _anticipateTime;
public override SwordState Enter(IState<SwordState> prevState)
{
Sword.EnableParry();
if (Sword.Character is SupaLidlGame.Characters.Player)
{
return AttackState;
}
if (Sword.Anchor.Rotation > Mathf.DegToRad(50))
{
Sword.AnimationPlayer.Play("anticipate_alternate");
}
else
{
Sword.AnimationPlayer.Play("anticipate");
}
_anticipateTime = Sword.NPCAnticipateTime;
return null;
}
public override SwordState Process(double delta)
{
// go into attack state if anticipation time is delta
if ((_anticipateTime -= delta) <= 0)
{
return AttackState;
}
return null;
}
}
}