using Godot; using SupaLidlGame.Items; namespace SupaLidlGame.Characters.State { public partial class PlayerState : CharacterState { //public PlayerMachine PlayerMachine => Machine as PlayerMachine; protected Player _player => Character as Player; [Export] public PlayerIdleState IdleState { get; set; } public override CharacterState Input(InputEvent @event) { #if DEBUG if (@event.IsActionPressed("equip")) { Character.Inventory.SelectedItem = Character.Inventory.GetNode("Sword"); } #endif return base.Input(@event); } public override CharacterState Process(double delta) { Character.Direction = Godot.Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down"); Vector2 mousePos = Character.GetGlobalMousePosition(); Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos); if (Character.Inventory.SelectedItem is Weapon weapon) { if (!weapon.IsUsing) { Character.Target = dirToMouse; } } if (Godot.Input.IsActionPressed("attack1")) { if (Character.Inventory.SelectedItem is not null) { Character.UseCurrentItem(); } } return base.Process(delta); } } }