SupaLidlGame/Characters/States/PlayerState.cs

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using Godot;
using SupaLidlGame.Items;
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namespace SupaLidlGame.Characters.State
{
public partial class PlayerState : CharacterState
{
//public PlayerMachine PlayerMachine => Machine as PlayerMachine;
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 DEBUG
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//if (@event.IsActionPressed("equip"))
//{
// inventory.SelectedItem = inventory.GetNode<Items.Item>("Sword");
//}
#endif
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");
}
else if (@event.IsActionPressed("equip_2"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_2");
}
else if (@event.IsActionPressed("equip_3"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_3");
}
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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);
if (Character.Inventory.SelectedItem is Weapon weapon)
{
if (!weapon.IsUsing)
{
Character.Target = dirToMouse;
}
}
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else if (!Character.Direction.IsZeroApprox())
{
Character.Target = Character.Direction;
}
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if (Godot.Input.IsActionPressed("attack1"))
{
if (Character.Inventory.SelectedItem is not null)
{
Character.UseCurrentItem();
}
}
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return base.Process(delta);
}
}
}