2022-11-13 15:42:04 -08:00
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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public abstract partial class CharacterState : Node, IState<CharacterState>
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{
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[Export]
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public Characters.Character Character { get; set; }
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public virtual IState<CharacterState> Enter(IState<CharacterState> prev) => null;
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public virtual void Exit(IState<CharacterState> next)
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{
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}
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public virtual CharacterState Process(double delta)
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{
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if (Character.StunTime > 0)
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{
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Character.StunTime -= delta;
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}
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2023-05-28 17:54:48 -07:00
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var item = Character.Inventory.SelectedItem;
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var offhand = Character.Inventory.OffhandItem;
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// angle towards item use angle or offhand use angle if not used
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bool targetTowards(Items.Item item)
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{
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if (item is Items.Weapon weapon)
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{
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if (weapon.IsUsing)
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{
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Character.Target = weapon.UseDirection;
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return true;
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}
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}
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return false;
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}
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var _ = targetTowards(item) || targetTowards(offhand);
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return null;
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}
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public virtual CharacterState PhysicsProcess(double delta)
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{
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Character.Velocity = Character.NetImpulse;
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if (Character.NetImpulse.LengthSquared() < Mathf.Pow(Character.Speed, 2))
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{
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Character.Velocity += Character.Direction.Normalized()
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* Character.Speed;
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// we should only modify velocity that is in the player's control
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Character.ModifyVelocity();
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}
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Character.NetImpulse = Character.NetImpulse.MoveToward(
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Vector2.Zero,
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(float)delta * Character.Speed * Character.Friction);
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Character.MoveAndSlide();
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return null;
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}
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public virtual CharacterState Input(InputEvent @event) => null;
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}
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}
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