SupaLidlGame/Characters/States/PlayerRollState.cs

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using Godot;
namespace SupaLidlGame.Characters.State
{
public partial class PlayerRollState : PlayerState
{
private double _timeLeftToRoll = 0;
private Vector2 _rollDirection = Vector2.Zero;
public override CharacterState Enter(CharacterState previousState)
{
_timeLeftToRoll = 0.5;
// roll the direction we were previously moving in
_rollDirection = Character.Direction;
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Character.Target = Character.Direction;
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return base.Enter(previousState);
}
public override void Exit(CharacterState nextState)
{
// we want to reset our state variables in case we are forced out of
// this state (e.g. from death)
_timeLeftToRoll = 0;
_rollDirection = Character.Direction;
base.Exit(nextState);
}
public override CharacterState Process(double delta)
{
Character.Direction = _rollDirection;
if ((_timeLeftToRoll -= delta) <= 0)
{
return IdleState;
}
return null;
}
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/*
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public override CharacterState PhysicsProcess(double delta)
{
Character.Velocity = Character.Direction * Character.Speed * 1.5f;
Character.MoveAndSlide();
return null;
}
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*/
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}
}