SupaLidlGame/Items/Weapons/Ranged.cs

60 lines
1.2 KiB
C#
Raw Normal View History

2023-05-15 00:20:17 -07:00
using Godot;
2023-06-03 18:21:46 -07:00
namespace SupaLidlGame.Items.Weapons;
2023-05-15 00:20:17 -07:00
2023-06-03 18:21:46 -07:00
public abstract partial class Ranged : Weapon
{
2023-08-15 21:49:33 -07:00
[Export]
public float CharacterRecoil { get; set; } = 0;
2023-06-03 18:21:46 -07:00
[Export]
public float AngleDeviation { get; set; }
2023-05-15 00:20:17 -07:00
2023-06-03 18:21:46 -07:00
[Export]
public float ChargeTime { get; set; }
2023-05-15 00:20:17 -07:00
2023-06-03 18:21:46 -07:00
[Export]
public State.Weapon.WeaponStateMachine StateMachine { get; set; }
2023-05-26 22:28:08 -07:00
2023-08-08 00:54:00 -07:00
public override bool IsUsingPrimary => StateMachine.CurrentState
2023-09-10 17:08:14 -07:00
is State.Weapon.RangedFireState or State.Weapon.RangedChargeState;
2023-05-15 00:20:17 -07:00
2023-06-03 18:21:46 -07:00
public bool IsChargeable => ChargeTime > 0;
2023-05-15 00:20:17 -07:00
2023-06-03 18:21:46 -07:00
public bool IsCharging { get; protected set; }
2023-05-15 00:20:17 -07:00
2023-06-03 18:21:46 -07:00
public override void Use()
{
StateMachine.Use();
base.Use();
}
2023-05-15 00:20:17 -07:00
2024-07-06 22:49:17 -07:00
public override void UseAlt()
{
StateMachine.UseAlt();
base.Use();
}
2023-06-03 18:21:46 -07:00
public override void Deuse()
{
StateMachine.Deuse();
base.Deuse();
}
2023-05-15 00:20:17 -07:00
2024-07-06 22:49:17 -07:00
public override void DeuseAlt()
{
StateMachine.DeuseAlt();
base.Deuse();
}
2023-06-03 18:21:46 -07:00
public override void _Process(double delta)
{
StateMachine.Process(delta);
base._Process(delta);
2023-05-15 00:20:17 -07:00
}
2023-06-03 18:21:46 -07:00
public abstract void Attack();
2023-09-10 17:08:14 -07:00
public virtual void Attack(float velocityModifier) => Attack();
2023-05-15 00:20:17 -07:00
}