using Godot; using SupaLidlGame.Extensions; namespace SupaLidlGame.State.Weapon; public partial class RangedChargeState : WeaponState { [Export] public Items.Weapons.Ranged Weapon { get; set; } [Export] public RangedFireState FireState { get; set; } [Export] public RangedIdleState IdleState { get; set; } [Export] public AnimationPlayer AnimationPlayer { get; set; } [Export] public string AnimationKey { get; set; } private double _timeLeftToCharge = 0; //private double _timeLeftToOvercharge = 0; public override IState Enter(IState prev) { _timeLeftToCharge = Weapon.ChargeTime; AnimationPlayer?.TryPlay(AnimationKey); return null; } public override WeaponState Process(double delta) { if (_timeLeftToCharge > 0) { if ((_timeLeftToCharge -= delta) < 0) { _timeLeftToCharge = 0; } } Weapon.UseDirection = Weapon.Character.Target; GD.Print(Weapon.UseDirection); return null; } public override WeaponState Deuse() { // fire double progress = _timeLeftToCharge / Weapon.ChargeTime; if (progress > 0.5) { GD.Print("not enough"); return IdleState; } GD.Print("firing"); FireState.VelocityModifier = (float)(1 - progress); return FireState; } }