2023-05-23 00:23:53 -07:00
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using Godot;
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2023-06-03 18:21:46 -07:00
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namespace SupaLidlGame.State.Weapon;
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public partial class SwordAnticipateState : WeaponState
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{
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[Export]
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public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
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[Export]
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public SwordAttackState AttackState { get; set; }
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2023-07-23 23:39:20 -07:00
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[Export]
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public bool HasAlternateAninmation { get; set; } = false;
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2023-06-03 18:21:46 -07:00
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private double _anticipateTime;
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2023-06-03 18:21:46 -07:00
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public override WeaponState Enter(IState<WeaponState> prevState)
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{
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if (Sword.Character is SupaLidlGame.Characters.Player)
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{
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return AttackState;
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}
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2023-07-23 23:39:20 -07:00
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float rotThreshold = Mathf.DegToRad(50);
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if (HasAlternateAninmation && Sword.Anchor.Rotation > rotThreshold)
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{
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Sword.AnimationPlayer.Play("anticipate_alternate");
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}
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else
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{
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Sword.AnimationPlayer.Play("anticipate");
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}
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_anticipateTime = Sword.NPCAnticipateTime;
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return null;
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}
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2023-06-03 18:21:46 -07:00
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public override WeaponState Process(double delta)
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{
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// go into attack state if anticipation time is delta
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if ((_anticipateTime -= delta) <= 0)
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{
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return AttackState;
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}
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2023-06-03 18:21:46 -07:00
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return null;
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2023-05-23 00:23:53 -07:00
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}
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}
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