SupaLidlGame/State/Sword/SwordIdleState.cs

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2023-05-23 00:23:53 -07:00
using Godot;
namespace SupaLidlGame.State.Sword
{
public partial class SwordIdleState : SwordState
{
[Export]
public SwordAnticipateState AnticipateState { get; set; }
[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
private double _attackCooldown;
public override SwordState Enter(IState<SwordState> prevState)
{
if (prevState is SwordAttackState)
{
_attackCooldown = Sword.UseTime - Sword.AttackTime;
}
return null;
}
public override SwordState Use()
{
if (_attackCooldown <= 0)
{
return AnticipateState;
}
return AnticipateState;
}
public override SwordState Process(double delta)
{
if (_attackCooldown > 0)
{
_attackCooldown -= delta;
}
return null;
}
}
}