SupaLidlGame/State/Character/PlayerMoveState.cs

56 lines
1.3 KiB
C#
Raw Normal View History

2022-11-13 15:42:04 -08:00
using Godot;
2023-06-03 18:21:46 -07:00
namespace SupaLidlGame.State.Character;
public partial class PlayerMoveState : PlayerState
2022-11-13 15:42:04 -08:00
{
2023-06-03 18:21:46 -07:00
[Export]
2023-09-16 22:14:23 -07:00
public CharacterState AbilityState { get; set; }
2023-07-31 01:12:47 -07:00
2023-07-22 20:23:48 -07:00
public double MoveDuration { get; private set; }
2023-06-03 18:21:46 -07:00
public override IState<CharacterState> Enter(IState<CharacterState> previousState)
2022-11-13 15:42:04 -08:00
{
2023-07-21 02:54:13 -07:00
_player.MovementAnimation.Play("move");
2023-07-22 20:23:48 -07:00
MoveDuration = 0;
2023-06-03 18:21:46 -07:00
return base.Enter(previousState);
}
2022-11-13 15:42:04 -08:00
2023-06-03 18:21:46 -07:00
public override CharacterState Process(double delta)
{
base.Process(delta);
2023-07-22 20:23:48 -07:00
MoveDuration += delta;
2023-06-03 18:21:46 -07:00
if (Character.Direction.LengthSquared() == 0)
2022-11-13 15:42:04 -08:00
{
2023-06-03 18:21:46 -07:00
return IdleState;
2022-11-13 15:42:04 -08:00
}
2023-06-03 18:21:46 -07:00
return null;
}
2022-11-13 15:42:04 -08:00
2023-06-03 18:21:46 -07:00
public override CharacterState Input(InputEvent @event)
{
if (@event.IsActionPressed("roll"))
2022-11-13 15:42:04 -08:00
{
2023-06-03 18:21:46 -07:00
if (Character.Inventory.SelectedItem is Items.Weapon weapon)
2022-11-13 15:42:04 -08:00
{
2023-09-16 22:14:23 -07:00
bool canUseAbility = true;
if (!AbilityState.CanEnterWhileUsingItem && weapon.IsUsing)
{
canUseAbility = false;
}
if (canUseAbility)
2022-11-19 21:21:12 -08:00
{
2023-09-16 22:14:23 -07:00
return AbilityState;
2022-11-19 21:21:12 -08:00
}
2022-11-13 15:42:04 -08:00
}
2023-06-03 18:21:46 -07:00
else
{
2023-09-16 22:14:23 -07:00
return AbilityState;
2023-06-03 18:21:46 -07:00
}
2022-11-13 15:42:04 -08:00
}
2023-06-03 18:21:46 -07:00
return base.Input(@event);
2022-11-13 15:42:04 -08:00
}
}