SupaLidlGame/State/Character/PlayerState.cs

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