2022-11-13 15:42:04 -08:00
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using Godot;
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2023-06-03 18:21:46 -07:00
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namespace SupaLidlGame.State.Character;
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public partial class PlayerIdleState : PlayerState
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{
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[Export]
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public CharacterState MoveState { get; set; }
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2023-08-02 01:59:37 -07:00
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[Export]
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public PlayerEmoteState EmoteState { get; set; }
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2023-09-09 22:33:57 -07:00
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[Export]
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public PlayerHealState HealState { get; set; }
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public override IState<CharacterState> Enter(IState<CharacterState> previousState)
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{
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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
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// the work of checking if the player is moving to this idle
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// state, so they do not have to manually check if the player
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// wants to move to switch to the move state.
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return MoveState;
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}
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}
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2023-07-21 02:54:13 -07:00
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2023-07-22 20:23:48 -07:00
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// must be moving at least 4 u/s for more than 0.5 seconds
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bool shouldPlayStopAnim = false;
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if (previousState is PlayerMoveState move)
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{
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shouldPlayStopAnim = move.MoveDuration > 0.5;
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// NOTE: more conditions may be added soon
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}
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if (shouldPlayStopAnim)
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{
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_player.MovementAnimation.Play("stop");
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_player.MovementAnimation.Queue("idle");
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}
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else
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{
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_player.MovementAnimation.Play("idle");
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}
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2023-06-03 18:21:46 -07:00
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return base.Enter(previousState);
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}
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2023-08-02 01:59:37 -07:00
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public override CharacterState Input(InputEvent @event)
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{
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if (@event.IsActionPressed("emote"))
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{
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return EmoteState;
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}
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return base.Input(@event);
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}
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public override CharacterState Process(double delta)
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{
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base.Process(delta);
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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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{
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if (!_player.Inventory.IsUsingItem)
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{
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return HealState;
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}
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}
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return null;
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}
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}
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