SupaLidlGame/Characters/Player.cs

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C#
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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Utils;
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using SupaLidlGame.BoundingBoxes;
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namespace SupaLidlGame.Characters;
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[Scene]
public sealed partial class Player : Character
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{
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private string _spriteAnim;
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[Export]
public PlayerCamera Camera { get; set; }
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[Export]
public Marker2D DirectionMarker { get; private set; }
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[Export]
public AnimationTree AnimationTree { get; private set; }
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public InteractionRay InteractionRay { get; private set; }
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public AnimationPlayer AttackAnimation { get; set; }
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public override void _Ready()
{
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InteractionRay = GetNode<InteractionRay>("Direction2D/InteractionRay");
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Death += async (Events.HealthChangedArgs args) =>
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{
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HurtAnimation.Play("death");
await ToSignal(HurtAnimation, "animation_finished");
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Visible = false;
};
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AttackAnimation = GetNode<AnimationPlayer>("Animations/Attack");
base._Ready();
Inventory.UsedItem += (Items.Item item) =>
{
if (item is Items.Weapons.Sword)
{
AttackAnimation.Play("sword");
}
};
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}
public override void _Input(InputEvent @event)
{
if (StateMachine != null)
{
StateMachine.Input(@event);
}
}
public void Spawn()
{
Health = 100;
Visible = true;
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}
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public override void ModifyVelocity()
{
base.ModifyVelocity();
}
public override void Stun(float time)
{
base.Stun(time);
Camera.Shake(2, 0.8f);
// TODO: implement visual effects for stun
}
public override void OnReceivedDamage(
float damage,
Character inflictor,
float knockback,
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Vector2 knockbackDir = default)
{
if (damage >= 10 && IsAlive)
{
Camera.Shake(2, 0.5f);
}
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GetNode<GpuParticles2D>("Effects/HurtParticles")
.SetDirection(knockbackDir);
base.OnReceivedDamage(damage, inflictor, knockback, knockbackDir);
}
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public override void Die()
{
GD.Print("died");
//base.Die();
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}
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protected override void DrawTarget()
{
base.DrawTarget();
DirectionMarker.GlobalRotation = DirectionMarker.GlobalPosition
.DirectionTo(GetGlobalMousePosition())
.Angle();
}
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}