SupaLidlGame/Characters/States/PlayerState.cs

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using Godot;
using SupaLidlGame.Items;
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namespace SupaLidlGame.Characters.State
{
public partial class PlayerState : CharacterState
{
//public PlayerMachine PlayerMachine => Machine as PlayerMachine;
protected Player _player => Character as Player;
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[Export]
public PlayerIdleState IdleState { get; set; }
public override CharacterState Input(InputEvent @event)
{
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#if DEBUG
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if (@event.IsActionPressed("equip"))
{
Character.Inventory.SelectedItem = Character.Inventory.GetNode<Items.Item>("Sword");
}
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#endif
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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");
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Vector2 mousePos = Character.GetGlobalMousePosition();
Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
if (Character.Inventory.SelectedItem is Weapon weapon)
{
if (!weapon.IsUsing)
{
Character.Target = dirToMouse;
}
}
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if (Godot.Input.IsActionPressed("attack1"))
{
if (Character.Inventory.SelectedItem is not null)
{
Character.UseCurrentItem();
//Character.Inventory.SelectedItem.Use();
//return AttackState;
}
}
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return base.Process(delta);
}
}
}