SupaLidlGame/State/Character/PlayerMoveState.cs

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using Godot;
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namespace SupaLidlGame.State.Character
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{
public partial class PlayerMoveState : PlayerState
{
[Export]
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public PlayerRollState RollState { get; set; }
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
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{
Godot.GD.Print("Started moving");
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_player.Animation = "move";
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return base.Enter(previousState);
}
public override CharacterState Process(double delta)
{
base.Process(delta);
if (Character.Direction.LengthSquared() == 0)
{
return IdleState;
}
return null;
}
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public override CharacterState Input(InputEvent @event)
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{
if (@event.IsActionPressed("roll"))
{
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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
if (!weapon.IsUsing)
{
return RollState;
}
}
else
{
return RollState;
}
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}
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return base.Input(@event);
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}
}
}