SupaLidlGame/Items/Weapons/Sword.cs

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using Godot;
using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Sword;
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namespace SupaLidlGame.Items.Weapons
{
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public partial class Sword : Weapon, IParryable
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{
public bool IsAttacking { get; protected set; }
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public override bool IsUsing => StateMachine.CurrentState
is SwordAttackState;
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[Export]
public Hitbox Hitbox { get; set; }
[Export]
public AnimationPlayer AnimationPlayer { get; set; }
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[Export]
public AnimationTree AnimationTree { get; set; }
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/// <summary>
/// The time frame in seconds for which the weapon will deal damage.
/// </summary>
/// <remarks>
/// The value of <c>AttackTime</c> should be less than the
/// value of <c>UseTime</c>
/// </remarks>
[Export]
public double AttackTime { get; set; } = 0;
[Export]
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public double AttackAnimationDuration { get; set; }
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[Export]
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public CpuParticles2D ParryParticles { get; set; }
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[Export]
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public double NPCAnticipateTime { get; set; }
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[Export]
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public SwordStateMachine StateMachine { get; set; }
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public override bool IsParryable { get; protected set; }
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public ulong ParryTimeOrigin { get; protected set; }
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private Tween _currentTween;
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private AnimationNodeStateMachinePlayback _playback;
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public override void Equip(Character character)
{
Visible = true;
base.Equip(character);
Hitbox.Faction = character.Faction; // character is null before base
}
public override void Unequip(Character character)
{
Visible = false;
base.Unequip(character);
}
public override void Use()
{
// we can't use if we're still using the weapon
if (RemainingUseTime > 0)
{
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//return;
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}
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StateMachine.Use();
/*
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// reset state of the weapon
IsParried = false;
IsParryable = true;
ParryTimeOrigin = Time.GetTicksMsec();
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_playback.Travel("use");
*/
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// play animation depending on rotation of weapon
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/*
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string anim = "use";
if (GetNode<Node2D>("Anchor").Rotation > Mathf.DegToRad(50))
{
anim = "use2";
}
if (Character is NPC)
{
// NPCs have a slower attack
anim += "-npc";
}
AnimationPlayer.Play(anim);
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*/
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base.Use();
}
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public void EnableParry()
{
IsParried = false;
IsParryable = true;
ParryTimeOrigin = Time.GetTicksMsec();
GD.Print(Character.Name);
}
public void DisableParry()
{
IsParryable = false;
}
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public override void Deuse()
{
//AnimationPlayer.Stop();
Deattack();
base.Deuse();
}
public void Attack()
{
//RemainingAttackTime = AttackTime;
IsAttacking = true;
Hitbox.IsDisabled = false;
}
public void Deattack()
{
IsAttacking = false;
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DisableParry();
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Hitbox.IsDisabled = true;
ProcessHits();
Hitbox.ResetIgnoreList();
AnimationPlayer.SpeedScale = 1;
}
public override void _Ready()
{
Hitbox.Damage = Damage;
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_playback = (AnimationNodeStateMachinePlayback)AnimationTree
.Get("parameters/playback");
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}
public override void _Process(double delta)
{
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StateMachine.Process(delta);
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base._Process(delta);
}
public void ProcessHits()
{
if (IsParried)
{
return;
}
foreach (BoundingBox box in Hitbox.Hits)
{
GD.Print("processing hit");
if (box is Hurtbox hurtbox)
{
hurtbox.InflictDamage(Damage, Character, Knockback);
}
}
}
public void AttemptParry(Weapon otherWeapon)
{
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//if (IsParryable && otherWeapon.IsParryable)
if (otherWeapon.IsParryable &&
otherWeapon is IParryable otherParryable)
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{
ParryParticles.Emitting = true;
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if (ParryTimeOrigin < otherParryable.ParryTimeOrigin)
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{
// our character was parried
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}
else
{
otherParryable.Stun();
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}
}
//this.GetAncestor<TileMap>().AddChild(instance);
}
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public void Stun()
{
IsParried = true;
AnimationPlayer.SpeedScale = 0.25f;
Character.Stun(1.5f);
GetNode<AudioStreamPlayer2D>("ParrySound").OnWorld().Play();
}
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public override void _on_hitbox_hit(BoundingBox box)
{
if (IsParried)
{
return;
}
if (box is Hitbox hb)
{
Weapon w = hb.GetAncestor<Weapon>();
if (w is not null)
{
AttemptParry(w);
}
}
if (box is Hurtbox hurt)
{
if (hurt.GetParent() is Character c)
{
var item = c.Inventory.SelectedItem;
if (item is Weapon w)
{
AttemptParry(w);
}
}
}
}
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protected void SetAnimationCondition(string condition, bool value)
{
AnimationTree.Set("parameters/conditions/" + condition, value);
}
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}
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}