using Godot; using SupaLidlGame.Characters; namespace SupaLidlGame.State.Character; public abstract partial class PlayerState : CharacterState { protected Player _player => Character as Player; [Export] public PlayerIdleState IdleState { get; set; } public override CharacterState Input(InputEvent @event) { var inventory = Character.Inventory; var player = _player; if (this is PlayerIdleState or PlayerMoveState && !player.Inventory.IsUsingItem) { if (@event.IsActionPressed("equip_1")) { inventory.SelectedItem = inventory.GetItemByMap("equip_1"); } else if (@event.IsActionPressed("equip_2")) { inventory.SelectedItem = inventory.GetItemByMap("equip_2"); } else if (@event.IsActionPressed("equip_3")) { inventory.SelectedItem = inventory.GetItemByMap("equip_3"); } if (@event.IsActionPressed("interact")) { // if looking at a trigger then interact with it GD.Print("interacting"); player.InteractionRay.Trigger?.InvokeInteraction(); } } return base.Input(@event); } public override CharacterState Process(double delta) { Character.Direction = Godot.Input.GetVector("left", "right", "up", "down"); Character.LookTowardsDirection(); Vector2 mousePos = Character.GetGlobalMousePosition(); Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos); Vector2 joystick = Godot.Input.GetVector("look_left", "look_right", "look_up", "look_down"); if (Character.Inventory.SelectedItem is Items.Weapon weapon) { var isAttack1On = Godot.Input.IsActionPressed("attack1"); var isAttack2On = Godot.Input.IsActionPressed("attack2"); if (!weapon.ShouldHideIdle || isAttack1On) { if (joystick.IsZeroApprox()) { Character.Target = Character.Direction; } else { Character.Target = joystick; } } if (isAttack1On) { Character.UseCurrentItem(); } else if (isAttack2On) { Character.UseCurrentItemAlt(); } } return base.Process(delta); } }