SupaLidlGame/State/Weapon/SwordAttackState.cs

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using Godot;
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namespace SupaLidlGame.State.Weapon
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{
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public partial class SwordAttackState : WeaponState
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{
[Export]
public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
[Export]
public SwordAnticipateState AnticipateState { get; set; }
[Export]
public SwordIdleState IdleState { get; set; }
private double _attackDuration = 0;
private double _useDuration = 0;
private double _attackAnimDuration = 0;
private bool _isAlternate = false;
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public override WeaponState Enter(IState<WeaponState> prevState)
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{
//Sword.AnimationPlayer.Stop();
Sword.Attack();
if (_isAlternate)
{
Sword.AnimationPlayer.Play("attack_alternate");
}
else
{
Sword.AnimationPlayer.Play("attack");
}
_attackDuration = Sword.AttackTime;
_useDuration = Sword.UseTime;
_attackAnimDuration = Sword.AttackAnimationDuration;
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Sword.Visible = true;
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Sword.UseDirection = Sword.Character.Target;
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return null;
}
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public override void Exit(IState<WeaponState> nextState)
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{
Sword.Deattack();
}
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public override WeaponState Use()
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{
if (_useDuration <= 0)
{
// if we are still playing the current attack animation, we should alternate
if (_attackAnimDuration > 0)
{
_isAlternate = !_isAlternate;
}
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return IdleState;
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}
return null;
}
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public override WeaponState Process(double delta)
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{
if (_attackDuration > 0)
{
if ((_attackDuration -= delta) <= 0)
{
Sword.Deattack();
}
}
if ((_attackAnimDuration -= delta) <= 0)
{
Sword.AnimationPlayer.Play("RESET");
_isAlternate = false;
return IdleState;
}
_useDuration -= delta;
return null;
}
}
}