refactor file scoped namespace
parent
96fd6f5c26
commit
706354e813
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@ -1,11 +1,10 @@
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using Godot;
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using SupaLidlGame.Utils;
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namespace SupaLidlGame.BoundingBoxes
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{
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namespace SupaLidlGame.BoundingBoxes;
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public abstract partial class BoundingBox : Area2D, IFaction
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{
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[Export]
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public ushort Faction { get; set; }
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}
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}
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@ -2,8 +2,8 @@ using Godot;
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using System;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.BoundingBoxes
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{
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namespace SupaLidlGame.BoundingBoxes;
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public partial class ConnectorBox : Area2D
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{
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[Signal]
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@ -69,4 +69,3 @@ namespace SupaLidlGame.BoundingBoxes
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base._Process(delta);
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}
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}
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}
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@ -3,8 +3,8 @@ using Godot;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Items;
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namespace SupaLidlGame.BoundingBoxes
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{
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namespace SupaLidlGame.BoundingBoxes;
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public partial class Hitbox : BoundingBox
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{
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private HashSet<BoundingBox> _ignoreList = new HashSet<BoundingBox>();
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@ -102,4 +102,3 @@ namespace SupaLidlGame.BoundingBoxes
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get => _ignoreList;
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}
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}
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}
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@ -2,8 +2,8 @@ using Godot;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Utils;
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namespace SupaLidlGame.BoundingBoxes
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{
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namespace SupaLidlGame.BoundingBoxes;
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public partial class Hurtbox : BoundingBox, IFaction
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{
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[Signal]
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@ -37,4 +37,3 @@ namespace SupaLidlGame.BoundingBoxes
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knockbackOrigin, knockbackVector);
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}
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}
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}
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@ -4,8 +4,8 @@ using SupaLidlGame.Items;
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using SupaLidlGame.Utils;
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using SupaLidlGame.State.Character;
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namespace SupaLidlGame.Characters
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{
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namespace SupaLidlGame.Characters;
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public partial class Character : CharacterBody2D, IFaction
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{
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[Export]
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@ -221,4 +221,3 @@ namespace SupaLidlGame.Characters
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}
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}
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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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using System;
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namespace SupaLidlGame.Characters
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{
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namespace SupaLidlGame.Characters;
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public partial class Enemy : NPC
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{
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public override void _Ready()
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@ -16,4 +16,3 @@ namespace SupaLidlGame.Characters
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base.Die();
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}
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}
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}
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@ -3,8 +3,8 @@ using SupaLidlGame.Extensions;
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using SupaLidlGame.Items;
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using System;
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namespace SupaLidlGame.Characters
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{
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namespace SupaLidlGame.Characters;
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public partial class NPC : Character
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{
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/// <summary>
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@ -226,4 +226,3 @@ namespace SupaLidlGame.Characters
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}
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}
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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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using SupaLidlGame.Utils;
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namespace SupaLidlGame.Characters
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{
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namespace SupaLidlGame.Characters;
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public partial class Player : Character
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{
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private AnimatedSprite2D _sprite;
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@ -18,8 +18,8 @@ namespace SupaLidlGame.Characters
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{
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// the Player.Animation property might be set before this node is
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// even ready, so if _sprite is null, then we just hold the new
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// animation in a temp value, which will be assigned once this
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// node is ready
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// animation in a temp value, which will be assigned once this node
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// is ready
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if (_sprite is null)
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{
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_spriteAnim = value;
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@ -62,4 +62,3 @@ namespace SupaLidlGame.Characters
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//base.Die();
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}
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}
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}
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@ -1,5 +1,5 @@
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namespace SupaLidlGame.Characters.Thinkers
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{
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namespace SupaLidlGame.Characters.Thinkers;
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public class Thinker
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{
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public virtual void Think()
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@ -7,4 +7,3 @@ namespace SupaLidlGame.Characters.Thinkers
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}
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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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using System;
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namespace SupaLidlGame.Entities
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{
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namespace SupaLidlGame.Entities;
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public partial class Campfire : StaticBody2D
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{
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private PointLight2D _light;
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@ -21,4 +21,3 @@ namespace SupaLidlGame.Entities
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_light.Energy = Math.Clamp(_light.Energy, 1.2f, 2.0f);
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}
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}
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}
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@ -2,8 +2,8 @@ using Godot;
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using SupaLidlGame.Characters;
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using SupaLidlGame.BoundingBoxes;
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namespace SupaLidlGame.Entities
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{
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namespace SupaLidlGame.Entities;
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public partial class Projectile : RigidBody2D
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{
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public Vector2 Velocity => Direction * Speed;
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@ -49,4 +49,3 @@ namespace SupaLidlGame.Entities
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}
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}
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}
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}
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@ -2,8 +2,8 @@ using Godot;
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using System;
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using SupaLidlGame.Utils;
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namespace SupaLidlGame.Extensions
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{
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namespace SupaLidlGame.Extensions;
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public static class AudioStreamPlayer2DExtensions
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{
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public static AudioStreamPlayer2D Clone(
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return audio;
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}
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}
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}
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@ -1,7 +1,7 @@
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using Godot;
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namespace SupaLidlGame.Extensions
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{
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namespace SupaLidlGame.Extensions;
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public static class NodeExtensions
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{
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/// <summary>
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return node.GetNode(name) as T;
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.Extensions
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{
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namespace SupaLidlGame.Extensions;
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public static class Node2DExtensions
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{
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public static void RayCast(this Node2D node, Vector2 ray)
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//var result = spaceState.IntersectRay();
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}
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}
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}
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@ -1,7 +1,7 @@
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using Godot;
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namespace SupaLidlGame.Extensions
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{
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namespace SupaLidlGame.Extensions;
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public static class Vector2Extensions
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{
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public static Vector2 Midpoint(this Vector2 vector, Vector2 other)
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return new Vector2(vector.Y, -vector.X);
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}
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}
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}
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using SupaLidlGame.Characters;
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using Godot.Collections;
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namespace SupaLidlGame.Items
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{
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namespace SupaLidlGame.Items;
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public partial class Inventory : Node2D
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{
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public Character Character { get; private set; }
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throw new System.NotImplementedException();
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}
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}
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}
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using Godot;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.Items
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{
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namespace SupaLidlGame.Items;
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public abstract partial class Item : Node2D
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{
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[Export]
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@ -50,4 +50,3 @@ namespace SupaLidlGame.Items
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public abstract void Deuse();
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}
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}
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.Items
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{
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namespace SupaLidlGame.Items;
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public abstract partial class Weapon : Item
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{
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public double RemainingUseTime { get; protected set; } = 0;
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}
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}
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}
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}
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namespace SupaLidlGame.Items.Weapons
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{
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namespace SupaLidlGame.Items.Weapons;
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public interface IParryable
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{
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public bool IsParryable { get; }
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public ulong ParryTimeOrigin { get; }
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public void Stun();
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}
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}
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using Godot;
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using SupaLidlGame.Extensions;
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namespace SupaLidlGame.Items.Weapons
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{
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namespace SupaLidlGame.Items.Weapons;
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public partial class Railgun : Ranged
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{
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public override void Attack()
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.Entities.AddChild(projectile);
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.Items.Weapons
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{
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namespace SupaLidlGame.Items.Weapons;
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public abstract partial class Ranged : Weapon
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{
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[Export]
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@ -40,4 +40,3 @@ namespace SupaLidlGame.Items.Weapons
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public abstract void Attack();
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}
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}
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@ -4,8 +4,8 @@ using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Weapon;
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namespace SupaLidlGame.Items.Weapons
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{
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namespace SupaLidlGame.Items.Weapons;
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public partial class Sword : Weapon, IParryable
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{
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public bool IsAttacking { get; protected set; }
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AnimationTree.Set("parameters/conditions/" + condition, value);
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}
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}
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}
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[ext_resource type="Script" path="res://Utils/World.cs" id="1_1k6ew"]
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[ext_resource type="PackedScene" uid="uid://bxtpv6jqodj4v" path="res://Scenes/Maps/Hills.tscn" id="2_juio7"]
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[node name="World" type="Node2D" node_paths=PackedStringArray("CurrentPlayer")]
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[node name="World" type="Node2D"]
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script = ExtResource("1_1k6ew")
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StartingArea = ExtResource("2_juio7")
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CurrentPlayer = NodePath("")
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using Godot;
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using System;
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namespace SupaLidlGame.Scenes
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{
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namespace SupaLidlGame.Scenes;
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public partial class Map : TileMap
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{
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[Export]
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base._Process(delta);
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public abstract partial class CharacterState : Node, IState<CharacterState>
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{
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[Export]
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public virtual CharacterState Input(InputEvent @event) => null;
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public partial class CharacterStateMachine : StateMachine<CharacterState>
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{
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[Export]
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}
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public partial class NPCIdleState : NPCState
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{
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[Export]
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return base.Enter(previousState);
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public partial class NPCMoveState : NPCState
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{
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[Export]
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return base.Enter(prev);
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}
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}
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}
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public abstract partial class NPCState : CharacterState
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{
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protected Characters.NPC _npc => Character as Characters.NPC;
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return base.Process(delta);
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public partial class PlayerIdleState : PlayerState
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{
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[Export]
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return null;
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public partial class PlayerMoveState : PlayerState
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{
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[Export]
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return base.Input(@event);
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}
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}
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}
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using Godot;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public partial class PlayerRollState : PlayerState
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{
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private double _timeLeftToRoll = 0;
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return null;
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}
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}
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}
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using Godot;
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using SupaLidlGame.Characters;
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namespace SupaLidlGame.State.Character
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{
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namespace SupaLidlGame.State.Character;
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public abstract partial class PlayerState : CharacterState
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{
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protected Player _player => Character as Player;
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return base.Process(delta);
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}
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}
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}
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namespace SupaLidlGame.State
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{
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namespace SupaLidlGame.State;
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public interface IState<T> where T : IState<T>
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -20,4 +20,3 @@ namespace SupaLidlGame.State
|
|||
|
||||
public IState<T> Process(double delta) => null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State
|
||||
{
|
||||
namespace SupaLidlGame.State;
|
||||
|
||||
public abstract partial class StateMachine<T> : Node where T : IState<T>
|
||||
{
|
||||
public T CurrentState { get; protected set; }
|
||||
|
@ -38,4 +38,3 @@ namespace SupaLidlGame.State
|
|||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class RangedFireState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
|
@ -35,4 +35,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class RangedIdleState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
|
@ -26,4 +26,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
Weapon.Visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class SwordAnticipateState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
|
@ -43,4 +43,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class SwordAttackState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
|
@ -86,4 +86,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class SwordIdleState : WeaponState
|
||||
{
|
||||
[Export]
|
||||
|
@ -49,4 +49,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public abstract partial class WeaponState : Node, IState<WeaponState>
|
||||
{
|
||||
public virtual WeaponState Use() => null;
|
||||
|
@ -17,4 +17,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
|
||||
public virtual IState<WeaponState> Process(double delta) => null;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.State.Weapon
|
||||
{
|
||||
namespace SupaLidlGame.State.Weapon;
|
||||
|
||||
public partial class WeaponStateMachine : StateMachine<WeaponState>
|
||||
{
|
||||
[Export]
|
||||
|
@ -34,4 +34,3 @@ namespace SupaLidlGame.State.Weapon
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,8 +2,8 @@ using Godot;
|
|||
using SupaLidlGame.Extensions;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Prototyping
|
||||
{
|
||||
namespace SupaLidlGame.Prototyping;
|
||||
|
||||
public partial class ContextBasedSteering : Node2D
|
||||
{
|
||||
public float PreferredDistance { get; set; } = 256.0f;
|
||||
|
@ -55,4 +55,3 @@ namespace SupaLidlGame.Prototyping
|
|||
DrawLine(Vector2.Zero, _direction * 256, Colors.Green);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.UI
|
||||
{
|
||||
namespace SupaLidlGame.UI;
|
||||
|
||||
public partial class FloatingText : Node2D
|
||||
{
|
||||
private Label _label;
|
||||
|
@ -48,4 +48,3 @@ namespace SupaLidlGame.UI
|
|||
QueueFree();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
using Godot;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
{
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public interface IFaction
|
||||
{
|
||||
/// <summary>
|
||||
|
@ -10,4 +10,3 @@ namespace SupaLidlGame.Utils
|
|||
[Export]
|
||||
public ushort Faction { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
using Godot;
|
||||
using System;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
{
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public partial class PlayerCamera : Camera2D
|
||||
{
|
||||
protected float _intensity;
|
||||
|
@ -47,4 +47,3 @@ namespace SupaLidlGame.Utils
|
|||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,8 +2,8 @@ using Godot;
|
|||
using Godot.Collections;
|
||||
using SupaLidlGame.Extensions;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
{
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public partial class Spawner : Node2D
|
||||
{
|
||||
[Export]
|
||||
|
@ -56,4 +56,3 @@ namespace SupaLidlGame.Utils
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,8 +5,8 @@ using SupaLidlGame.Extensions;
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace SupaLidlGame.Utils
|
||||
{
|
||||
namespace SupaLidlGame.Utils;
|
||||
|
||||
public partial class World : Node2D
|
||||
{
|
||||
[Export]
|
||||
|
@ -147,4 +147,3 @@ namespace SupaLidlGame.Utils
|
|||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue