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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.Character;
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public partial class PlayerIdleState : PlayerState
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{
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[Export]
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public CharacterState MoveState { get; set; }
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
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{
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GD.Print("Entered idle state");
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if (previousState is not PlayerMoveState)
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{
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if (Character.Direction.LengthSquared() > 0.01f)
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{
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// other states like attacking or rolling can just delegate
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// the work of checking if the player is moving to this idle
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// state, so they do not have to manually check if the player
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// wants to move to switch to the move state.
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return MoveState;
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}
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}
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_player.Animation = "idle";
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return base.Enter(previousState);
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}
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public override CharacterState Process(double delta)
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{
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base.Process(delta);
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if (Character.Direction.LengthSquared() > 0)
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{
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return MoveState;
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}
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return null;
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}
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}
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