SupaLidlGame/State/Weapon/BowAltState.cs

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C#
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2024-07-06 22:49:17 -07:00
using Godot;
using SupaLidlGame.Extensions;
namespace SupaLidlGame.State.Weapon;
public partial class BowAltState : WeaponState
{
[Export]
public Items.Weapons.Bow Bow { get; set; }
[Export]
public RangedIdleState IdleState { get; set; }
[Export]
public AnimationPlayer AnimationPlayer { get; set; }
[Export]
public string AnimationKey { get; set; }
[Export]
public int MaxCount { get; set; } = 5;
[Export]
public float AngleDeviation { get; set; }
public float VelocityModifier { get; set; } = 1;
private Timer _timer;
private int _count = 0;
private float _oldDeviation;
public override IState<WeaponState> Enter(IState<WeaponState> prev)
{
//_timer = GetTree().CreateTimer(Weapon.UseAltTime);
_timer = new Timer();
_count = 1;
_oldDeviation = Bow.ProjectileAngleDeviation;
Bow.AngleDeviation = AngleDeviation;
var timeout = () =>
{
Bow.Attack(VelocityModifier);
_count++;
};
Bow.Attack(VelocityModifier);
Bow.UseDirection = Bow.Character.Target;
AnimationPlayer?.TryPlay(AnimationKey);
_timer.Connect(Timer.SignalName.Timeout, Callable.From(timeout));
AddChild(_timer);
_timer.Start(Bow.UseAltTime);
GD.Print("Entered alt fire state");
return null;
}
public override WeaponState Process(double delta)
{
if (_count >= MaxCount)
{
return IdleState;
}
return null;
}
public override void Exit(IState<WeaponState> nextState)
{
_timer.QueueFree();
Bow.AngleDeviation = _oldDeviation;
}
}