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using Godot;
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using SupaLidlGame.Extensions;
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2023-06-03 18:21:46 -07:00
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namespace SupaLidlGame.State.Weapon;
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public partial class RangedIdleState : WeaponState
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{
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[Export]
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public RangedFireState FireState { get; set; }
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[Export]
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public Items.Weapons.Ranged Weapon { get; set; }
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[Export]
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public AnimationPlayer AnimationPlayer { get; set; }
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[Export]
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public string AnimationKey { get; set; }
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public override IState<WeaponState> Enter(IState<WeaponState> prev)
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{
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Weapon.Visible = !Weapon.ShouldHideIdle;
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AnimationPlayer?.TryPlay(AnimationKey);
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return null;
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}
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public override WeaponState Use()
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{
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return FireState;
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}
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public override void Exit(IState<WeaponState> nextState)
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{
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Weapon.Visible = true;
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}
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}
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