SupaLidlGame/State/Character/PlayerState.cs

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using Godot;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.State.Character;
public abstract partial class PlayerState : CharacterState
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{
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protected Player _player => Character as Player;
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[Export]
public PlayerIdleState IdleState { get; set; }
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public override CharacterState Input(InputEvent @event)
{
var inventory = Character.Inventory;
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var player = _player;
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if (this is PlayerIdleState or PlayerMoveState &&
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!player.Inventory.IsUsingItem)
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{
if (@event.IsActionPressed("equip_1"))
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{
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inventory.SelectedItem = inventory.GetItemByMap("equip_1");
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}
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else if (@event.IsActionPressed("equip_2"))
{
inventory.SelectedItem = inventory.GetItemByMap("equip_2");
}
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if (@event.IsActionPressed("interact"))
{
// if looking at a trigger then interact with it
GD.Print("interacting");
player.InteractionRay.Trigger?.InvokeInteraction();
}
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}
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return base.Input(@event);
}
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public override CharacterState Process(double delta)
{
Character.Direction = Godot.Input.GetVector("ui_left", "ui_right",
"ui_up", "ui_down");
Character.LookTowardsDirection();
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Vector2 mousePos = Character.GetGlobalMousePosition();
Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
bool targetTowards(Items.Item item)
{
if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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var isPressed = Godot.Input.IsActionPressed("attack1");
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if (!weapon.IsUsing)
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{
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var ret = false;
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if (!weapon.ShouldHideIdle || isPressed)
{
Character.Target = dirToMouse;
ret = true;
}
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if (isPressed)
{
Character.UseCurrentItem();
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}
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return ret;
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}
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else
{
if (!isPressed)
{
Character.DeuseCurrentItem();
}
}
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}
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return false;
}
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var item = Character.Inventory.SelectedItem;
var offhand = Character.Inventory.OffhandItem;
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var _ = targetTowards(item) || targetTowards(offhand);
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return base.Process(delta);
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}
}