2022-11-19 21:21:12 -08:00
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using Godot;
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using SupaLidlGame.Items;
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2022-11-13 15:42:04 -08:00
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namespace SupaLidlGame.Characters.State
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{
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public partial class PlayerState : CharacterState
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{
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//public PlayerMachine PlayerMachine => Machine as PlayerMachine;
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protected Player _player => Character as Player;
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2022-11-19 21:21:12 -08:00
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[Export]
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public PlayerIdleState IdleState { get; set; }
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public override CharacterState Input(InputEvent @event)
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{
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/*
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if (@event is InputEventKey inputEventKey)
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{
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GD.Print("hello");
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if (inputEventKey.Keycode == Key.G)
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{
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GD.Print("hi");
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}
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}*/
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if (@event.IsActionPressed("equip"))
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{
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Character.Inventory.SelectedItem = Character.Inventory.GetNode<Items.Item>("Sword");
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//Character.Inventory.AddItem();
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}
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if (@event.IsActionPressed("attack1"))
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{
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if (Character.Inventory.SelectedItem is not null)
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{
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Character.Inventory.SelectedItem.Use();
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//return AttackState;
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}
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}
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//if (this is PlayerAttackState)
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//{
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// if (@event.IsActionReleased("attack1"))
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// {
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// return IdleState;
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// }
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//}
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return base.Input(@event);
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}
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2022-11-13 15:42:04 -08:00
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public override CharacterState Process(double delta)
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{
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Character.Direction = Godot.Input.GetVector("ui_left", "ui_right",
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"ui_up", "ui_down");
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2022-11-19 21:21:12 -08:00
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Vector2 mousePos = Character.GetGlobalMousePosition();
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Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
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if (Character.Inventory.SelectedItem is Weapon weapon)
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{
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if (!weapon.IsUsing)
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{
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Character.Target = dirToMouse;
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}
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}
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2022-11-13 15:42:04 -08:00
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return base.Process(delta);
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}
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}
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}
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