2022-11-13 15:42:04 -08:00
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using Godot;
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namespace SupaLidlGame.Characters.State
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{
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public partial class CharacterState : Node
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{
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public Character Character { get; set; }
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/// <summary>
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/// Called when the <c>Character</c> enters this <c>CharacterState</c>.
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/// </summary>
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/// <remarks>
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/// This returns a <c>CharacterState</c> in case a state is being
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/// transitioned to but wants to transition to another state. For
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/// example, an attack state can return to an idle state, but that idle
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/// state can override it to the move state immediately when necessary.
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/// </remarks>
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public virtual CharacterState Enter(CharacterState previousState) => null;
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/// <summary>
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/// Called when the <c>Character</c> exits this <c>CharacterState</c>.
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/// </summary>
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public virtual void Exit(CharacterState nextState) { }
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2022-11-25 09:11:46 -08:00
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public virtual CharacterState Process(double delta)
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{
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if (Character.StunTime > 0)
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{
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Character.StunTime -= delta;
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}
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return null;
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}
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2022-11-13 15:42:04 -08:00
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public virtual CharacterState PhysicsProcess(double delta)
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{
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2022-11-25 09:11:46 -08:00
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Character.Velocity = Character.NetImpulse;
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if (Character.NetImpulse.LengthSquared() < Mathf.Pow(Character.Speed, 2))
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{
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Character.Velocity += Character.Direction.Normalized()
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* Character.Speed;
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}
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Character.NetImpulse = Character.NetImpulse.MoveToward(
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Vector2.Zero,
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(float)delta * Character.Speed * Character.Friction);
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2022-11-19 21:21:12 -08:00
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Character.ModifyVelocity();
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2022-11-13 15:42:04 -08:00
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Character.MoveAndSlide();
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2022-11-25 09:11:46 -08:00
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2022-11-13 15:42:04 -08:00
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return null;
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}
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public virtual CharacterState Input(InputEvent @event) => null;
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}
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}
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