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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 PlayerRollState : PlayerState
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{
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private double _timeLeftToRoll = 0;
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private Vector2 _rollDirection = Vector2.Zero;
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
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{
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_timeLeftToRoll = 0.5;
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// roll the direction we were previously moving in
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_rollDirection = Character.Direction;
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Character.Target = Character.Direction;
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return base.Enter(previousState);
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}
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public override void Exit(IState<CharacterState> nextState)
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{
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// we want to reset our state variables in case we are forced out of
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// this state (e.g. from death)
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_timeLeftToRoll = 0;
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_rollDirection = Character.Direction;
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base.Exit(nextState);
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}
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public override CharacterState Process(double delta)
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{
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Character.Direction = _rollDirection;
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if ((_timeLeftToRoll -= delta) <= 0)
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{
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return IdleState;
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}
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return null;
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}
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}
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