Merge branch 'wip' into master (#42)
* Implement igniting bow arrows * Add bow alt-fire abilityorigin/master
parent
f0ac72b919
commit
12767e3c70
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After Width: | Height: | Size: 379 B |
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[deps]
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source_file="res://Assets/Sprites/Misc/flame.png"
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@ -8,19 +8,33 @@ public partial class Bow : ProjectileSpawner
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|||
|
||||
protected Area2D _ignitionArea;
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||||
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||||
protected override void SpawnProjectile(Scenes.Map map,
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||||
protected override Entities.Projectile SpawnProjectile(Scenes.Map map,
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||||
Vector2 direction, float velocityModifier = 1)
|
||||
{
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||||
base.SpawnProjectile(map, direction, velocityModifier);
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var projectile = base.SpawnProjectile(map, direction, velocityModifier);
|
||||
|
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if (_isOnFire)
|
||||
{
|
||||
GetNode<AnimatedSprite2D>("%Flame").Visible = false;
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||||
// TODO: instead of doing 1.5x damage, create an "On Fire" debuff
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||||
projectile.Hitbox.Damage *= 1.5f;
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||||
_isOnFire = false;
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}
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||||
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return projectile;
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||||
}
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||||
|
||||
public override void _Ready()
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||||
{
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||||
base._Ready();
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||||
_ignitionArea = GetNode<Area2D>("IgnitionArea");
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||||
_ignitionArea.AreaEntered += (Area2D area) =>
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||||
var onAreaEntered = (Area2D area) =>
|
||||
{
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||||
_isOnFire = false;
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||||
GetNode<AnimatedSprite2D>("%Flame").Visible = true;
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||||
_isOnFire = true;
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||||
};
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||||
_ignitionArea.Connect(
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||||
Area2D.SignalName.AreaEntered,
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||||
Callable.From(onAreaEntered));
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}
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}
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@ -1,15 +1,74 @@
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@ -25,6 +84,101 @@ tracks/0/keys = {
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}
|
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[sub_resource type="Animation" id="Animation_bejvb"]
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resource_name = "alt_fire"
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step = 0.05
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Anchor/Sprite2D:frame")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/1/enabled = true
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tracks/1/loop_wrap = true
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Anchor/Flame:position")
|
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
|
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector2(15, -8)]
|
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}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/path = NodePath("Anchor/Flame:visible")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
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tracks/3/keys = {
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}
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[sub_resource type="Animation" id="Animation_8qr8x"]
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||||
resource_name = "charge"
|
||||
|
@ -56,8 +210,20 @@ tracks/1/keys = {
|
|||
"times": PackedFloat32Array(0)
|
||||
}
|
||||
tracks/1/use_blend = true
|
||||
tracks/2/type = "value"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("Anchor/Flame:position")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
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"times": PackedFloat32Array(0, 0.1, 0.2, 0.3, 0.4, 0.5),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
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"update": 1,
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|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_bejvb"]
|
||||
[sub_resource type="Animation" id="Animation_j5qtq"]
|
||||
resource_name = "fire"
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
|
@ -86,6 +252,30 @@ tracks/1/keys = {
|
|||
"times": PackedFloat32Array(0)
|
||||
}
|
||||
tracks/1/use_blend = true
|
||||
tracks/2/type = "value"
|
||||
tracks/2/imported = false
|
||||
tracks/2/enabled = true
|
||||
tracks/2/path = NodePath("Anchor/Flame:position")
|
||||
tracks/2/interp = 1
|
||||
tracks/2/loop_wrap = true
|
||||
tracks/2/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 0,
|
||||
"values": [Vector2(15, -8)]
|
||||
}
|
||||
tracks/3/type = "value"
|
||||
tracks/3/imported = false
|
||||
tracks/3/enabled = true
|
||||
tracks/3/path = NodePath("Anchor/Flame:visible")
|
||||
tracks/3/interp = 1
|
||||
tracks/3/loop_wrap = true
|
||||
tracks/3/keys = {
|
||||
"times": PackedFloat32Array(0),
|
||||
"transitions": PackedFloat32Array(1),
|
||||
"update": 1,
|
||||
"values": [false]
|
||||
}
|
||||
|
||||
[sub_resource type="Animation" id="Animation_riv7t"]
|
||||
resource_name = "idle"
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||||
|
@ -105,8 +295,9 @@ tracks/0/keys = {
|
|||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5vx8d"]
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||||
_data = {
|
||||
"RESET": SubResource("Animation_h0fti"),
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||||
"alt_fire": SubResource("Animation_bejvb"),
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||||
"charge": SubResource("Animation_8qr8x"),
|
||||
"fire": SubResource("Animation_bejvb"),
|
||||
"fire": SubResource("Animation_j5qtq"),
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||||
"idle": SubResource("Animation_riv7t")
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||||
}
|
||||
|
||||
|
@ -114,27 +305,29 @@ _data = {
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|||
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||||
[node name="Bow" type="Node2D" node_paths=PackedStringArray("StateMachine")]
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||||
y_sort_enabled = true
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||||
script = ExtResource("1_76bur")
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||||
script = ExtResource("1_ikgu2")
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||||
Projectile = ExtResource("2_mvw0j")
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||||
ChargeTime = 0.5
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||||
StateMachine = NodePath("StateMachine")
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||||
Damage = 20.0
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||||
UseTime = 0.5
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||||
UseAltTime = 0.2
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||||
Knockback = 64.0
|
||||
InitialVelocity = 200.0
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||||
ShouldFreezeAngleOnUse = false
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||||
PlayerLevelGain = 1.0
|
||||
Metadata = ExtResource("3_j7q7r")
|
||||
|
||||
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
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||||
script = ExtResource("3_pg4gy")
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||||
InitialState = NodePath("Idle")
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||||
UsedItemStates = Array[NodePath]([NodePath("Charge"), NodePath("Fire")])
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||||
UsedItemAltStates = Array[NodePath]([NodePath("AltFire")])
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||||
DeusedItemStates = Array[NodePath]([NodePath("Idle")])
|
||||
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||||
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("FireState", "Weapon", "AnimationPlayer")]
|
||||
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("FireState", "AltFireState", "Weapon", "AnimationPlayer")]
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||||
script = ExtResource("3_uxif8")
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||||
FireState = NodePath("../Charge")
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||||
AltFireState = NodePath("../AltFire")
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||||
Weapon = NodePath("../..")
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||||
AnimationPlayer = NodePath("../../AnimationPlayer")
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||||
AnimationKey = "idle"
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||||
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@ -154,6 +347,14 @@ IdleState = NodePath("../Idle")
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AnimationPlayer = NodePath("../../AnimationPlayer")
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AnimationKey = "fire"
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||||
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[node name="AltFire" type="Node" parent="StateMachine" node_paths=PackedStringArray("Bow", "IdleState", "AnimationPlayer")]
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||||
script = ExtResource("7_l73rl")
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||||
Bow = NodePath("../..")
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||||
IdleState = NodePath("../Idle")
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||||
AnimationPlayer = NodePath("../../AnimationPlayer")
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||||
AnimationKey = "alt_fire"
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||||
AngleDeviation = 30.0
|
||||
|
||||
[node name="Anchor" type="Node2D" parent="."]
|
||||
y_sort_enabled = true
|
||||
position = Vector2(0, 4)
|
||||
|
@ -166,6 +367,18 @@ centered = false
|
|||
offset = Vector2(-8, -16)
|
||||
hframes = 8
|
||||
|
||||
[node name="Flame" type="AnimatedSprite2D" parent="Anchor"]
|
||||
unique_name_in_owner = true
|
||||
visible = false
|
||||
position = Vector2(15, -8)
|
||||
sprite_frames = SubResource("SpriteFrames_b2khh")
|
||||
autoplay = "default"
|
||||
|
||||
[node name="PointLight2D" type="PointLight2D" parent="Anchor/Flame"]
|
||||
color = Color(1, 0.8, 0.701961, 1)
|
||||
texture = ExtResource("9_tk6lc")
|
||||
texture_scale = 0.13
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
libraries = {
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||||
"": SubResource("AnimationLibrary_5vx8d")
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||||
|
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@ -33,7 +33,7 @@ public partial class ProjectileSpawner : Ranged
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}
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||||
}
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||||
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||||
protected virtual void SpawnProjectile(Scenes.Map map,
|
||||
protected virtual Entities.Projectile SpawnProjectile(Scenes.Map map,
|
||||
Vector2 direction, float velocityModifier = 1)
|
||||
{
|
||||
var projectile = map.SpawnEntity<Entities.Projectile>(Projectile);
|
||||
|
@ -70,6 +70,7 @@ public partial class ProjectileSpawner : Ranged
|
|||
}
|
||||
}
|
||||
|
||||
return projectile;
|
||||
}
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||||
|
||||
public override void Attack()
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||||
|
@ -85,6 +86,12 @@ public partial class ProjectileSpawner : Ranged
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|||
|
||||
Vector2 target = Character.Target.Normalized();
|
||||
|
||||
if (AngleDeviation > 0)
|
||||
{
|
||||
float angle = (GD.Randf() - 0.5f) * AngleDeviation;
|
||||
target = target.Rotated(Mathf.DegToRad(angle));
|
||||
}
|
||||
|
||||
if (CharacterRecoil > 0)
|
||||
{
|
||||
Character.ApplyImpulse(-target * CharacterRecoil);
|
||||
|
|
|
@ -29,12 +29,24 @@ public abstract partial class Ranged : Weapon
|
|||
base.Use();
|
||||
}
|
||||
|
||||
public override void UseAlt()
|
||||
{
|
||||
StateMachine.UseAlt();
|
||||
base.Use();
|
||||
}
|
||||
|
||||
public override void Deuse()
|
||||
{
|
||||
StateMachine.Deuse();
|
||||
base.Deuse();
|
||||
}
|
||||
|
||||
public override void DeuseAlt()
|
||||
{
|
||||
StateMachine.DeuseAlt();
|
||||
base.Deuse();
|
||||
}
|
||||
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
StateMachine.Process(delta);
|
||||
|
|
|
@ -0,0 +1,75 @@
|
|||
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;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue