Update weapon mechanics
parent
767a9830e7
commit
b5b3f86fb6
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@ -412,7 +412,6 @@ libraries = {
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}
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}
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[node name="Hitbox" parent="." instance=ExtResource("9_qimey")]
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[node name="Hitbox" parent="." instance=ExtResource("9_qimey")]
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priority = 5
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IsDisabled = true
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IsDisabled = true
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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@ -65,9 +65,9 @@ tracks/0/path = NodePath("Anchor:position")
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tracks/0/interp = 1
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 0.5),
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"times": PackedFloat32Array(0, 0.2),
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"transitions": PackedFloat32Array(1, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 1,
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"update": 0,
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"values": [Vector2(-4, 0), Vector2(0, 0)]
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"values": [Vector2(-4, 0), Vector2(0, 0)]
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}
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}
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tracks/1/type = "audio"
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tracks/1/type = "audio"
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@ -92,10 +92,10 @@ tracks/2/path = NodePath("Anchor:rotation")
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tracks/2/interp = 1
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 1, 1.5),
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"times": PackedFloat32Array(0, 0.1, 1, 1.5),
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"transitions": PackedFloat32Array(1, 1, 1),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"update": 0,
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"update": 0,
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"values": [6.28319, 6.28319, 0.0]
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"values": [6.19592, 6.28319, 6.28319, 0.0]
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}
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}
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tracks/3/type = "audio"
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tracks/3/type = "audio"
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tracks/3/imported = false
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tracks/3/imported = false
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@ -417,7 +417,6 @@ libraries = {
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}
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}
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[node name="Hitbox" parent="." instance=ExtResource("3_up3ob")]
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[node name="Hitbox" parent="." instance=ExtResource("3_up3ob")]
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priority = 5
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IsDisabled = true
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IsDisabled = true
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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@ -56,7 +56,8 @@ public partial class RangedChargeState : WeaponState
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return IdleState;
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return IdleState;
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}
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}
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FireState.VelocityModifier = (float)(1 - progress);
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FireState.VelocityModifier = (float)(1 - progress) *
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FireState.InitialVelocityModifier;
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return FireState;
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return FireState;
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}
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}
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}
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}
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@ -17,10 +17,18 @@ public partial class RangedFireState : WeaponState
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[Export]
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[Export]
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public string AnimationKey { get; set; }
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public string AnimationKey { get; set; }
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public float VelocityModifier { get; set; }
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public float VelocityModifier { get; set; } = 1;
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[Export]
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public float InitialVelocityModifier { get; set; } = 1;
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private double _timeLeft = 0;
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private double _timeLeft = 0;
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public override void _Ready()
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{
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VelocityModifier = InitialVelocityModifier;
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}
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public override IState<WeaponState> Enter(IState<WeaponState> prev)
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public override IState<WeaponState> Enter(IState<WeaponState> prev)
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{
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{
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//_timeLeft
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//_timeLeft
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