SupaLidlGame/State/Character/PlayerIdleState.cs

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using Godot;
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namespace SupaLidlGame.State.Character;
public partial class PlayerIdleState : PlayerState
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{
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[Export]
public CharacterState MoveState { get; set; }
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[Export]
public PlayerEmoteState EmoteState { get; set; }
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[Export]
public PlayerHealState HealState { get; set; }
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
{
if (previousState is not PlayerMoveState)
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{
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if (Character.Direction.LengthSquared() > 0.01f)
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{
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// other states like attacking or rolling can just delegate
// the work of checking if the player is moving to this idle
// state, so they do not have to manually check if the player
// wants to move to switch to the move state.
return MoveState;
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}
}
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// must be moving at least 4 u/s for more than 0.5 seconds
bool shouldPlayStopAnim = false;
if (previousState is PlayerMoveState move)
{
shouldPlayStopAnim = move.MoveDuration > 0.5;
// NOTE: more conditions may be added soon
}
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if (Godot.Input.IsActionPressed("ability"))
{
if (CanHeal())
{
return HealState;
}
}
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if (shouldPlayStopAnim)
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{
_player.MovementAnimation.Play("stop");
_player.MovementAnimation.Queue("idle");
}
else
{
_player.MovementAnimation.Play("idle");
}
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return base.Enter(previousState);
}
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public override CharacterState Input(InputEvent @event)
{
if (@event.IsActionPressed("emote"))
{
return EmoteState;
}
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return base.Input(@event);
}
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public override CharacterState Process(double delta)
{
base.Process(delta);
if (Character.Direction.LengthSquared() > 0)
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{
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return MoveState;
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}
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if (Godot.Input.IsActionPressed("ability"))
{
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if (CanHeal())
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{
return HealState;
}
}
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return null;
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}
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private bool CanHeal()
{
return !_player.Inventory.IsUsingItem && _player.Stats.Level.Value > 0;
}
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}