2023-09-09 22:33:57 -07:00
|
|
|
using Godot;
|
|
|
|
|
|
|
|
namespace SupaLidlGame.State.Character;
|
|
|
|
|
|
|
|
public partial class PlayerHealState : PlayerState
|
|
|
|
{
|
|
|
|
[Export]
|
|
|
|
public double TimeToHeal { get; set; }
|
|
|
|
|
|
|
|
[Export]
|
|
|
|
public float HealAmount { get; set; }
|
|
|
|
|
|
|
|
private double _timeLeftToHeal = 0;
|
|
|
|
|
|
|
|
private bool _hasHealed = false;
|
|
|
|
|
|
|
|
public override IState<CharacterState> Enter(IState<CharacterState> prevState)
|
|
|
|
{
|
|
|
|
if (_player.Stats.Level.Value < 1)
|
|
|
|
{
|
|
|
|
return IdleState;
|
|
|
|
}
|
|
|
|
_timeLeftToHeal = TimeToHeal;
|
|
|
|
GD.Print("Heal anim");
|
2023-09-10 17:08:14 -07:00
|
|
|
_player.MovementAnimation.Stop();
|
2023-09-09 22:33:57 -07:00
|
|
|
_player.AttackAnimation.Play("heal_start");
|
|
|
|
_player.AttackAnimation.Queue("heal");
|
|
|
|
_hasHealed = false;
|
|
|
|
return base.Enter(prevState);
|
|
|
|
}
|
|
|
|
|
|
|
|
public override void Exit(IState<CharacterState> nextState)
|
|
|
|
{
|
|
|
|
if (_hasHealed)
|
|
|
|
{
|
|
|
|
_player.AttackAnimation.Play("heal_end");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_player.AttackAnimation.Play("heal_cancel");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public override CharacterState Process(double delta)
|
|
|
|
{
|
|
|
|
// lock player - no base.Process(delta)
|
|
|
|
|
|
|
|
// if somehow the player's level decreased mid-heal and is not enough
|
|
|
|
// then we return to idle
|
|
|
|
if (_player.Stats.Level.Value < 1)
|
|
|
|
{
|
|
|
|
return IdleState;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((_timeLeftToHeal -= delta) <= 0)
|
|
|
|
{
|
|
|
|
// heal player
|
|
|
|
_player.Stats.Level.Value--;
|
|
|
|
_player.Health = Mathf.Min(_player.Health + HealAmount, 100);
|
|
|
|
_hasHealed = true;
|
|
|
|
return IdleState;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
public override CharacterState Input(InputEvent @event)
|
|
|
|
{
|
|
|
|
if (@event.IsActionReleased("ability"))
|
|
|
|
{
|
|
|
|
_player.AttackAnimation.Play("heal_cancel");
|
|
|
|
return IdleState;
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
}
|