move swordstate into weaponstate
parent
41af6baa13
commit
23e93eb674
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@ -2,7 +2,7 @@ using Godot;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Sword;
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using SupaLidlGame.State.Weapon;
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namespace SupaLidlGame.Items.Weapons
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{
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@ -42,7 +42,7 @@ namespace SupaLidlGame.Items.Weapons
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public double NPCAnticipateTime { get; set; }
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[Export]
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public SwordStateMachine StateMachine { get; set; }
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public WeaponStateMachine StateMachine { get; set; }
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public override bool IsParryable { get; protected set; }
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@ -1,13 +1,13 @@
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[gd_scene load_steps=35 format=3 uid="uid://d72ehtv1ks0e"]
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[gd_scene load_steps=35 format=3 uid="uid://dvqap2uhcah63"]
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[ext_resource type="Script" path="res://Items/Weapons/Sword.cs" id="1_mlo73"]
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[ext_resource type="Script" path="res://State/Sword/SwordStateMachine.cs" id="2_rje2m"]
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[ext_resource type="Script" path="res://State/Sword/SwordIdleState.cs" id="3_qh2cs"]
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[ext_resource type="Script" path="res://State/Weapon/WeaponStateMachine.cs" id="2_vwirq"]
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[ext_resource type="Script" path="res://State/Weapon/SwordIdleState.cs" id="3_nw6r0"]
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[ext_resource type="Texture2D" uid="uid://dp7osg05ip5oo" path="res://Assets/Sprites/sword.png" id="3_r75ni"]
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[ext_resource type="PackedScene" uid="uid://du5vhccg75nrq" path="res://BoundingBoxes/Hitbox.tscn" id="3_up3ob"]
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[ext_resource type="Script" path="res://State/Weapon/SwordAnticipateState.cs" id="4_j3cud"]
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[ext_resource type="PackedScene" uid="uid://cojxmcin13ihm" path="res://Utils/Trail.tscn" id="4_pt6lq"]
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[ext_resource type="Script" path="res://State/Sword/SwordAnticipateState.cs" id="4_ycuhw"]
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[ext_resource type="Script" path="res://State/Sword/SwordAttackState.cs" id="5_30003"]
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[ext_resource type="Script" path="res://State/Weapon/SwordAttackState.cs" id="5_hmisb"]
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[ext_resource type="Texture2D" uid="uid://do1bui3bblkk7" path="res://Assets/Sprites/sword-swing.png" id="5_pywek"]
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[ext_resource type="AudioStream" uid="uid://c4n7ioxpukdwi" path="res://Assets/Sounds/parry.wav" id="6_8nxjm"]
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@ -350,21 +350,21 @@ Knockback = 64.0
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Anchor = NodePath("Anchor")
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[node name="State" type="Node" parent="." node_paths=PackedStringArray("InitialState")]
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script = ExtResource("2_rje2m")
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script = ExtResource("2_vwirq")
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InitialState = NodePath("Idle")
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[node name="Idle" type="Node" parent="State" node_paths=PackedStringArray("AnticipateState", "Sword")]
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script = ExtResource("3_qh2cs")
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script = ExtResource("3_nw6r0")
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AnticipateState = NodePath("../Anticipate")
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Sword = NodePath("../..")
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[node name="Anticipate" type="Node" parent="State" node_paths=PackedStringArray("Sword", "AttackState")]
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script = ExtResource("4_ycuhw")
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script = ExtResource("4_j3cud")
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Sword = NodePath("../..")
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AttackState = NodePath("../Attack")
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[node name="Attack" type="Node" parent="State" node_paths=PackedStringArray("Sword", "AnticipateState", "IdleState")]
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script = ExtResource("5_30003")
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script = ExtResource("5_hmisb")
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Sword = NodePath("../..")
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AnticipateState = NodePath("../Anticipate")
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IdleState = NodePath("../Idle")
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@ -1,5 +1,4 @@
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using Godot;
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using SupaLidlGame.Items;
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namespace SupaLidlGame.State.Character
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{
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@ -29,7 +28,7 @@ namespace SupaLidlGame.State.Character
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{
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if (@event.IsActionPressed("roll"))
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{
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if (Character.Inventory.SelectedItem is Weapon weapon)
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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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if (!weapon.IsUsing)
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{
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@ -1,5 +1,4 @@
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using Godot;
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using SupaLidlGame.Items;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.State.Character
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@ -33,7 +32,7 @@ namespace SupaLidlGame.State.Character
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"ui_up", "ui_down");
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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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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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if (!weapon.IsUsing)
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{
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@ -1,18 +0,0 @@
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using Godot;
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namespace SupaLidlGame.State.Sword
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{
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public abstract partial class SwordState : Node, IState<SwordState>
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{
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public virtual SwordState Use() => null;
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public abstract IState<SwordState> Enter(IState<SwordState> previousState);
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public virtual void Exit(IState<SwordState> nextState)
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{
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}
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public virtual IState<SwordState> Process(double delta) => null;
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}
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}
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@ -1,8 +1,8 @@
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using Godot;
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namespace SupaLidlGame.State.Sword
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namespace SupaLidlGame.State.Weapon
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{
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public partial class SwordAnticipateState : SwordState
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public partial class SwordAnticipateState : WeaponState
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{
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[Export]
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public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
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@ -12,7 +12,7 @@ namespace SupaLidlGame.State.Sword
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private double _anticipateTime;
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public override SwordState Enter(IState<SwordState> prevState)
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public override WeaponState Enter(IState<WeaponState> prevState)
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{
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Sword.EnableParry();
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@ -33,7 +33,7 @@ namespace SupaLidlGame.State.Sword
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return null;
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}
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public override SwordState Process(double delta)
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public override WeaponState Process(double delta)
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{
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// go into attack state if anticipation time is delta
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if ((_anticipateTime -= delta) <= 0)
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@ -1,8 +1,8 @@
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using Godot;
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namespace SupaLidlGame.State.Sword
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namespace SupaLidlGame.State.Weapon
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{
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public partial class SwordAttackState : SwordState
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public partial class SwordAttackState : WeaponState
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{
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[Export]
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public SupaLidlGame.Items.Weapons.Sword Sword { get; set; }
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@ -21,7 +21,7 @@ namespace SupaLidlGame.State.Sword
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private bool _isAlternate = false;
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public override SwordState Enter(IState<SwordState> prevState)
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public override WeaponState Enter(IState<WeaponState> prevState)
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{
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//Sword.AnimationPlayer.Stop();
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Sword.Attack();
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@ -46,12 +46,12 @@ namespace SupaLidlGame.State.Sword
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return null;
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}
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public override void Exit(IState<SwordState> nextState)
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public override void Exit(IState<WeaponState> nextState)
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{
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Sword.Deattack();
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}
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public override SwordState Use()
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public override WeaponState Use()
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{
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if (_useDuration <= 0)
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{
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@ -66,7 +66,7 @@ namespace SupaLidlGame.State.Sword
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return null;
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}
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public override SwordState Process(double delta)
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public override WeaponState Process(double delta)
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{
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if (_attackDuration > 0)
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{
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@ -1,8 +1,8 @@
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using Godot;
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namespace SupaLidlGame.State.Sword
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namespace SupaLidlGame.State.Weapon
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{
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public partial class SwordIdleState : SwordState
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public partial class SwordIdleState : WeaponState
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{
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[Export]
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public SwordAnticipateState AnticipateState { get; set; }
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@ -12,7 +12,7 @@ namespace SupaLidlGame.State.Sword
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private double _attackCooldown;
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public override SwordState Enter(IState<SwordState> prevState)
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public override WeaponState Enter(IState<WeaponState> prevState)
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{
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if (prevState is SwordAttackState)
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{
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@ -21,7 +21,7 @@ namespace SupaLidlGame.State.Sword
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return null;
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}
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public override SwordState Use()
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public override WeaponState Use()
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{
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if (_attackCooldown <= 0)
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{
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@ -31,7 +31,7 @@ namespace SupaLidlGame.State.Sword
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return AnticipateState;
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}
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public override SwordState Process(double delta)
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public override WeaponState Process(double delta)
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{
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if (_attackCooldown > 0)
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{
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@ -0,0 +1,5 @@
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using Godot;
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namespace SupaLidlGame.State.Weapon
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{
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}
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@ -1,12 +1,11 @@
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using Godot;
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namespace SupaLidlGame.State.Sword
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namespace SupaLidlGame.State.Weapon
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{
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public partial class SwordStateMachine : StateMachine<SwordState>
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{
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[Export]
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public override SwordState InitialState { get; set; }
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}
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/*
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public void Use()
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{
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var state = CurrentState.Use();
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@ -24,5 +23,5 @@ namespace SupaLidlGame.State.Sword
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ChangeState(s);
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}
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}
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}
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}
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*/
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@ -0,0 +1,18 @@
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using Godot;
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namespace SupaLidlGame.State.Weapon
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{
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public abstract partial class WeaponState : Node, IState<WeaponState>
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{
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public virtual WeaponState Use() => null;
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public abstract IState<WeaponState> Enter(IState<WeaponState> previousState);
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public virtual void Exit(IState<WeaponState> nextState)
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{
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}
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public virtual IState<WeaponState> Process(double delta) => null;
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}
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}
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@ -0,0 +1,28 @@
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using Godot;
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namespace SupaLidlGame.State.Weapon
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{
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public partial class WeaponStateMachine : StateMachine<WeaponState>
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{
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[Export]
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public override WeaponState InitialState { get; set; }
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public void Use()
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{
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var state = CurrentState.Use();
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if (state is not null)
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{
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ChangeState(state);
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}
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}
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public void Process(double delta)
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{
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var state = CurrentState.Process(delta);
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if (state is WeaponState s)
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{
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ChangeState(s);
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}
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}
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}
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}
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