SupaLidlGame/State/Character/PlayerMoveState.cs

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using Godot;
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namespace SupaLidlGame.State.Character;
public partial class PlayerMoveState : PlayerState
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{
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[Export]
public PlayerRollState RollState { get; set; }
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[Export]
public CharacterDashState DashState { get; set; }
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public double MoveDuration { get; private set; }
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
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{
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_player.MovementAnimation.Play("move");
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MoveDuration = 0;
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return base.Enter(previousState);
}
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public override CharacterState Process(double delta)
{
base.Process(delta);
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MoveDuration += delta;
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if (Character.Direction.LengthSquared() == 0)
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{
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return IdleState;
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}
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return null;
}
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public override CharacterState Input(InputEvent @event)
{
if (@event.IsActionPressed("roll"))
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{
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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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if (!weapon.IsUsing)
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{
return RollState;
}
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}
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else
{
return RollState;
}
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}
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return base.Input(@event);
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}
}